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GDC 2009 Game Design Improv
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GDC 2009 Game Design Improv

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materials from IGDA EdSIG Summit

materials from IGDA EdSIG Summit

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Transcript

  • 1. Game Design Improv Improv Brenda Brathwaite Ian Schreiber Charles Shami
  • 2. What is game design improv?
  • 3. A chance for you to stretch yourself as an educator and designer.
  • 4. To challenge yourself to do things you normally wouldn’t do
  • 5. To experience interdisciplinary fellowship and love.
  • 6. To take a chance on innovation innovation.
  • 7. Why Game Design Improv? • Bringing non-digital non digital game prototyping to the masses and classes • Exploring key design principles • Creativing designers that are flexible and Some see junk. Others see Katamari junk Katamari. innovative i i • Great icebreaker
  • 8. Some housekeeping… housekeeping • Complete several non-digital challenges • Give you 20 examples you can use in the classroom when you return
  • 9. Today s Today’s Plan • Challenge #1 – Design from IP • Challenge #2 – A message from the publisher Break • Challenge #3 – “…But make it multiplayer!” • Challenge #4 – Civil War Battle • Challenge #5 – The Iron Designer Challenge
  • 10. Challenge #1
  • 11. Starting Points: Starting with Clean Slate The Virtually Microscopic Planet of Original Games The Big Fat World of IP
  • 12. Starting Points • Starting with Gameplay g py – Sequels • Starting with Technology – Fi t P First-Person Shooters Sh t • Starting with Story – Adventure Ga es, Books d e tu e Games, oo s • Starting with IP – TV Shows, Personalities, Movies • Starting with a Clean Slate – ??
  • 13. Starting Points: Starting with Gameplay • Preserve gameplay style • Add new features • Improve existing features
  • 14. Starting Points: Starting with Technology • Crafted gameplay/story around the technology • Often dictates genre • Platform choice affects gameplay
  • 15. Starting Points: Starting with Story • Designed around the story • Adapt technology to p gy needs of story
  • 16. Know Your Constraints • Genre/Type yp • Rating • Audience • Budget Bd • Platform • Tone/Style • The “Incidentals” • Engine ge • Release date • Skill Set Limitations
  • 17. Design Di Exercise #1 Create a Game From G F IP
  • 18. What is “IP”? IP ? • IP = intellectual property – WWE – MTV – TV Show Heroes – Halo
  • 19. Starting With IP • Designed around strengths of IP •D i Designed t d to target IP’s target market • IP often dictates genre
  • 20. Group Exercise #1 • Need 12 IPs – Six that are good – Six that are very, very bad y y • Roll d6 to determine column you’re in and which IP you g y get • Break into teams • ETA: 30 mins • Present idea and discuss challenges
  • 21. Group Exercise #1 • Core of the game • 3 or 4 features • Define D fi avatar or character t h t • Platform • Estimate budget • Estimate release date
  • 22. The Finish Line
  • 23. A Message from the Publisher
  • 24. Change your platform to Facebook or iPh F b k iPhone
  • 25. You re Done You’re Done.
  • 26. In other news news…
  • 27. Your company has closed closed.
  • 28. Please collect your “pink slips” and rearrange yourselves into new groups.
  • 29. “…But Make It Multiplayer!” But Multiplayer!
  • 30. Start Here
  • 31. Hints • How do players interact with the game? • How do players interact with each other? •HHow can players h l each other l help h th (cooperation)? • How can players hurt each other (competition)?
  • 32. Requirements • Multiplayer (2 to 8 players over LAN) • Can be individuals or teams (your choice) • Competitive: one player ( t C titi l (or team) wins )i • You can add a narrative/theme • ETA: 30 mins • Ready, set, Ready set go!
  • 33. The Finish Line
  • 34. Challenge #4: Civil War
  • 35. The Challenge • Create a board game to simulate and resolve a real battle from the Civil War. • Difficulty: Victory condition cannot be “control enough territory” (Axis & Allies) or “destroy all enemy units” (Risk) destroy units (Risk). • Hint: what is the object of the game? How do l d players achieve th t goal? hi that l?
  • 36. The Finish Line
  • 37. Iron Designer Challenge
  • 38. The Rules • Create a game using only 100 index cards and a pen. • Create a better game than everyone else else. • ETA: 30 mins
  • 39. Congratulations A WINNER IS YOU
  • 40. Contacts Brenda Brathwaite bbrathwa@scad.edu @bbrathwaite Ian S h ib I Schreiber ischreib@scad.edu i h ib@ dd Charles Shami cshami@scad.edu @cshami www.appliedgamedesign.com www appliedgamedesign com www.scad.edu