Our Prototype Session: In Review
Solo activity: reflecting
Group activity: Talking about that reflecting
Moving forward: planning next steps
(pipelining, which we’ll talk more about
All in all, the game prototype sessions went well,
I think. Very, very soon (like by tomorrow) you
should receive some comments from me about
your game thus far, some questions, some
suggestions, and, of course, there will be grades.
I want us to take some time to reflect on what
we learned. This next activity should be done
on-your-own; I’m going to ask you Dr. Phill’s
Super Post-Mortem Paper Prototyping
Questions of Doom. After you answer them, you
will compare answers with your team and from
that discussion begin the next step in your
game’s production! Exciting, right?
Dr. Phill’s Super
*no one was actually doomed in the
writing of these questions
what went “right”
with your prototype?
Where is your
vision– the version
of the game you see
in your head– now in
comparison to where
it was when you
… meet up with your team and share your
When you’re done with that process, I want you
to send me a report (one person from each
team). The contents of the report are on the
next slide. This will be a very rudimentary quasipipeline.
Email Dr. Phill:
1) Who is doing what
2) What you’re good with, iffy
on, and worried about
3) The platform you’re developing
4)Timeframes for completing your
5)Knowing that Dr. Phill isn’t a
coding expert, things you would
like covered in class between now
and Turkey Style Break
Would you be interested in a work
day– maybe some Saturday– in the
lab where I could help?
I want you to read a chunk of the book End-toEnd Game Development. Some of it everyone
will need. Two chapters– 22 and 23– you can
skim depending on your team role.
I want you to read Chapters 19 and 20, 22-24.
On Monday we’ll talk Pipelining, we’ll talk about
GTA V and sandbox games (for a little bit) and
we’ll keep plugging toward our digital versions.