Game Design, October 24th, 2013
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Game Design, October 24th, 2013

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Game Design, October 24th, 2013 Game Design, October 24th, 2013 Presentation Transcript

  • TODAY 1. 2. 3. 4. 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 Tuesday) 5. Homework
  • 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.
  • But now… 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 Post-Mortem Paper Prototyping Questions… …OF DOOM!* *no one was actually doomed in the writing of these questions
  • Question 1: what went “right” with your prototype?
  • Question 2: what went “wrong?”
  • Question 3: The Million Dollar (baby) Question: WAS IT FUN?
  • Question 4: You all had to make sacrifices to make the paper prototype work. How much of a detriment were your sacrifices?
  • Question 5: What did you learn?
  • Question 6: What didn’t your players “get?” that you either expected them to or NEED them to in the final version?
  • Question 7: What assumptions did you get right?
  • Question 8: What seems so broken that it needs to be reworked?
  • Question 9: Now that someone has played the game, how has your perception of it changed?
  • Question 10: Having watched people play, do you have a different sense of platform now?
  • Question 11: What are you totally confident in getting done?
  • Question 12: What are you relatively confident in, but have some reservations about completing?
  • Question 13: What are you scared you can’t do?
  • Question 14: What do you need help with?
  • Question 15: Where is your vision– the version of the game you see in your head– now in comparison to where it was when you started?
  • Once you finish … meet up with your team and share your answers. 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 for 4)Timeframes for completing your various steps 5)Knowing that Dr. Phill isn’t a coding expert, things you would like covered in class between now and Turkey Style Break
  • Additional Question: Would you be interested in a work day– maybe some Saturday– in the lab where I could help?
  • For Tuesday 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.