GDC 2009 Game Design Improv

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    GDC 2009 Game Design Improv - Presentation 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

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