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Intro Lecture - 9/8/2011 Game Mod Workshop (GAM 392) Brian Schrank.

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Presentation on theme: "Intro Lecture - 9/8/2011 Game Mod Workshop (GAM 392) Brian Schrank."— Presentation transcript:

1 Intro Lecture - 9/8/2011 Game Mod Workshop (GAM 392) Brian Schrank

2 Who am I? www.BrianSchrank.com

3 Augmented Reality Games

4 Commercial Work

5 Educational Games

6 Art Games

7 Who are You?

8 What will you do in this class?

9 Create & Iterate on a Game Mod that’s: 1.Short 2.Complete 3.Awesome

10 How will you make your game mod? Form teams of 3-5 students – that will last the entire semester Learn and use the entire game dev process – brainstorming, meeting, scheduling, prototyping, playtesting, iterating, demoing, even marketing – …lots of iterative development Use Unity as the game engine

11 You don’t have many constraints: Any genre, or new genre of game Any art style Any code You can download, use, and modify anything: – code, content, music, other Unity projects – Don’t ask if you can use something. You can. – Even if it has a copyright you can use it because it’s fair use, plus you aren’t selling your game, yet.

12 There are two big constraints.

13 1: Only use/make stuff that enhances your game mod.

14 2: Your game mod must have One Minute of Awesomeness.

15 You can make a “2D” game.

16 Or you can make a 3D game.

17 Unity affords many genres Platformer – 2D, 3D Shooter – 1 st, 3 rd Person Puzzle Racer Adventure RPG Strategy

18 Unity affords many genres Platformer – 2D, 3D Shooter – 1 st, 3 rd Person Puzzle Racer Adventure – be very careful and clever RPG – don’t recommend it Strategy – don’t recommend it

19 Or… roll your own genre!

20 Even an “Art Game” is Fine http://cactusquid.com/ Cactus

21 Even an “Art Game” is Fine Auntie Pixelante

22 Three Promises to You: I promise to fight for your success. – I don’t just want you to get jobs in the industry. – I want you to LEAD the game industry someday. – There are no stupid questions. Ask away. I promise to give honest, critical feedback. – If there is something you can improve, I will tell you in a straightforward way. I promise be as available as I can. – Feel free to email me anytime.

23 You Should Promise to: Fight for your own success. – You must think of yourself as a Professional now. – Conduct yourself and treat your team well. – There are no stupid questions. Ask away. Hunger for critical feedback from everyone. – This course is as much about the process as the product. Your 1# goal is to improve yourself. Be a vibrant member of the class & your team. – Feel free to email or ask THEM anything.

24 Main Coursework: Brainstorms Pitches Schedule Playtests Milestone Presentations and Demos Some Reading Very short weekly blog posts

25 No Required Books. For Game Designers: Art of Game Design, Schell Game Design Workshop, Fullerton Game Feel, Swink For Artists: The Animator’s Survival Kit, Williams Stop Staring, Osipa (for facial modeling/rigging/animating) How to Cheat in Maya, Luhta (for Maya beginners) For Programmers: Check out the ton of Unity material on our class website For Producers: The Game Production Handbook, Chandler

26 www.Gamasutra.com Good general resource:

27 To the Class Website! www.GameModWorkshop.com


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