Archeology and analysis of personal
gaming preferences from: a. childhood and b. today as an
adult. Related Readings: due Sept 3 Optional
Extra Credit Readings: ____________________________________________________________________________ 2. FPS /
Virtual Violence Paradigm Challenge Design Blitz Playable Prototype Ernest
Adams Design Philosophy Game design blitz “going beyond fps
and virtual violence: can it be done? What could be as compelling as killing
or being killed?” Teams create new types of experiences or use parody. Working collaboratively in groups,
(ideally creating a balanced team consisting of the following talents: visual
artist, programmer, sound composer & designer, manager) create a game
design sketch and playable prototype for the future which is just as, or more
challenging and engaging than the typical fps game. Envision the future of
game simulation using the fps interface in new ways or going beyond the fps
paradigm. Start by researching in your own experience:
which games or activities you have found as compelling. Explore innovative
games and, using a process known as scenario planning, share your
information and judgment with your fellow teammates to create a picture of
the future game which is larger than any individual could produce alone. Keep in mind the work of artists and
ideas discussed in class in addition to your readings and personal
experience. Create a short game plan proposal, including a short game design
document with as many samples of elements as possible: (i.e. art, sketches,
concept treatments, how the game will be engineered, time line, and sample
sounds/programming elements/samplette game play). Using Ernest Adams' Design
Philosophy, construct: the physical space, the intellectual space, the emotional space, the economic space, and the ethical space
of your game concept. Deliverables: High concept document consisting of: * game
design document (See rough sample at: gamedesigndocument.htm
) * Name of Game * the premise of the game * intended audience * genre (if any) or genre you are
trying to challenge * unique or distinguishing points * target platform * game play and interface * overall storyline if there is a
story Related Readings:
due Sept 10 ____________________________________________________________________________ 3. Final Project: Experimental
Game Trajectory: Related Readings: reaction papers due Sept 17 Rough outline of game design document
( see: gamedesigndocument.htm) you will build on this framework over the
course of the semester as your refine and reiterate your game. ____________________________________________________________________________ 4. Phase
I
Proposal & Formal Group Presentation ____________________________________________________________________________ 5. Phase
II
Reiteration Reality check on scope of
project, semester schedule for everyone in the group including individual
responsibilities and deadlines, more refined game design document, research
with artist statement including treatment, narrative, more refined story
board, and at least 5 citations of games/ websites/readings/ literature/
films that have influenced you. ____________________________________________________________________________ 6. Phase
III Game Prototype & Formal Group Presentation Definitive schedule for entire
project which will be used for milestones for further project development,
continuation of incorporating critical feedback, game
play,
polishing and refinement of content, methodology, delivery system, and game
design document ____________________________________________________________________________ Hooking up assets to game, further
development of game play ____________________________________________________________________________ ____________________________________________________________________________ 8. Phase
V Refinement Refinement for pre-review and three
week trajectory for individual team work with assistance in class. ____________________________________________________________________________ 9. Phase
VI Further Refinement & Formal Group Presentation Formal
presentation of group work to date which incorporates suggested improvements
from individual critique. Additionally fully updated and
perfected game design document is printed and formally handed in. ____________________________________________________________________________ Project
work and informal critiques on group game which further reflects project
progress and testing.
____________________________________________________________________________
Intensive
critical analysis of game development, game play, interaction, hardware
testing, detailed plan for installing game and gear at Game Festival ____________________________________________________________________________ 12. Phase
IX- Perfected Game Festival-Ready Games formal Group Presentation * well designed game
design document * project blurb & image
page * project posters Please ensure that
all work is spell checked. All work must be
printed and also submitted on labeled CDs or DVDs All work due this day. NO EXCEPTIONS. ____________________________________________________________________________ |