COMP150 Game Design LESSON #1: Intro to Course and Brainstorming Mechanics.

Slides:



Advertisements
Similar presentations
Making Decisions and Predictions
Advertisements

Welcome to ENG:140 Communications 1 Mike Branam , , or
Presented by Juli DeNisco Crowder College AEL Director
Game Design Serious Games Miikka Junnila.
CEP Welcome September 1, Matthew J. Koehler September 1, 2005CEP Cognition and Technology Who’s Who?  Team up with someone you don’t.
COMP150 Game Design LESSON #2: Testing and Disruption.
Ice Breakers Derrick Newby MPA. Objectives Participants will learn a common definition of Icebreaker Participants will learn how to develop Icebreakers.
Opinion Writing in Primary: Exercise and the Brain Adapted by Jean Wolph from NWP i3 College Ready Writers Program materials and a lesson sequence by Angel.
Lesson 4: Decision Making. Bell Quiz 1.Your goals and decisions should be based upon your …………………..? 2.A short term goal is achieved in a……….. to ………
Writing Lessons from Your Life in Memoir from Jump Start Your Memoir, a course with Deborah Wilbrink.
How To Make a Math Board Game Objective There are many ways to make learning fun and many good reasons for doing it. Kids are much more likely to become.
Creating a Positive Classroom Environment
Welcome to First Grade! Please feel free to look around the classroom and then have a seat at your child’s desk. If you have any questions during my presentation.
COMP150 Game Design LESSON #3: Alternative Realities and Introduction to Unity.
 What do you need: a small ball and flash cards of European countries  Instructions: Play the game into two groups. One pupil from each group picks.
On-Demand Writing What is it? On-Demand Writing is…  Part of tests given at the end of the school year.  It tests your writing skills.  You are given.
It’s that time of year again! Scheduling Information for th graders.
COMP150 Game Design LESSON #6: Digital Playtesting & Introduction to 2D and 3D Art Asset Production.
The Fish Philosophy By: Marcus Herring & Romerio Caldwell “Catch The energy Release the potential”
DGMD E-70 Principles of Game Design LESSON #2: Design Through Usability Testing.
2003 Fusion Player Meeting. Introductions Who are you? What school do you go to? Who is your favorite NHL player? What do you like to do outside of hockey?
Kindergarten Planning Guide PDU September 16, 2008.
Math Games Compiled By: Joan Bartlett and Heather Bartlett.
Curriculum night. Game plan for life HES is a special place where the EXTRAORDINARY happens! A place where every individual is COMMITTED to SUCCESS and.
Session 4: PREPARE FOR TESTS Year 7 Life Skills Student Wall Planner and Study Guide.
SPI Class Goal Setting. What is a goal? Brainstorm as a class.
DGMD E-70 Game Design LESSON #4: Alternative Reality Games.
DGMD E-70 Principles of Game Design LESSON #3: Design Through Disruption.
LESSON #9: Digital Playtesting & Introduction to 2D and 3D Art Asset Production DGMD E-70 Principles of Game Design.
ATD-NYC eLearning SIG Homework for Meeting 11/18/2015 No-Budget Gamification Copyright 2015 by Sellon Solutions LLC.
LESSON #10: Digital Playtesting & Introduction to Character Animation with Mecanim DGMD E-70 Principles of Game Design.
The generational divide… 2 Session agenda Who are we and who are our students? What are the essential elements of games and what do we get out of playing.
DGMD E-70 Principles of Game Design LESSON #12: Mid-Production Evaluation: Game Radical Revision and Peer Evals.
Design and Technology is: Making things. Being creative. Thinking about the future. (changes so fast, eg toys. People wont want them when dated.) Developing.
DGMD E-70 Principles of Game Design LESSON #14: Game Marketing #2: Conferences.
CS 4620 Intelligent Systems. What we want to do today Course introductions Make sure you know the schedule for the next three weeks.
Writing On Demand Preparing for 5th grade assessment
The problem that needs to be solved is if a computer career is for me.
GENETICS STEM CHALLENGE TEACHING PROBABILITY OF TRAITS BEING PASSED DOWN FROM PARENTS TO OFFSPRING.
Theme What theme will you base your game on? Could be: sports, books, movies, United States, Presidents, animals, or anything in the world. Make sure.
DGMD-E70 Principles of Game Design LESSON #5: Workplace Games and Introduction to Unity.
Baseball Boss Run the Show Play with all of your favorite 2011 MLB players.
Math games Moore Public Schools.
COMP150 Game Design LESSON #10: Level Design Guest Lecture #1: Forrest Dowling.
Social Emotional Learning…SEL A Critical Piece in Building School Success.
Creating a Game Concept Part 4. Game Concept  Creating a game concept or conceptualizing you game means giving a concrete shape to your ideas for the.
COMP150 Game Design LESSON #14: Game Marketing #3.
Importance of Good Communication Food for thought after working in groups to make a comic strip.
COMP150 Game Design LESSON #9: Open Testing and Radical Decisions.
TESTS FOR YOUNG LEARNERS. GENERAL APPROACH Children aged from about 5 to 12 Testing provides an opportunity to develop positive attitudes towards assessment,
LESSON #4: Alternative Realities and Introduction to Unity
COMP 50 Game Design LESSON #11: Digital Playtesting & Introduction to Character Animation with Mecanim.
LESSON #2: Design Through Playtesting and Radical Revision
DGMD-E70 Principles of Game Design
LESSON #3: Design Through Disruption
Strategies for Building an Active Learning Classroom
LESSON #5: Workplace Games and Introduction to 2D in Unity
CIS 487/587 Bruce R. Maxim UM-Dearborn
DGMD E-70 Principles of Game Design
LESSON #2: Design Through Playtesting and Radical Revision
Ask yourself questions like: How many players will there be?
Does respect need to be in the form of an action?
LESSON #1: Intro to Course and Brainstorming Mechanics
Defining a Game.
LESSON #4: Alternative Reality Games
DGMD E-70 Principles of Game Design
Colorama Lukasz and Kenny Introduce group members.
MSP STEM CHALLENGE Teaching Probability of Traits Being Passed Down From Parents to Offspring.
Focus on one circle.
Presentation transcript:

COMP150 Game Design LESSON #1: Intro to Course and Brainstorming Mechanics

College Instruction:

Animation and Workshops

Game Design and Production

Game Design: New Ways To Think

Jesse Schell & Jane McGonigal

Solved Problems

Flow & Fiero blissful productivity victory over huge odds

Game Class Projects First month: weekly game design exercises, new teams each week. Week 4: choose final digital game concepts and teams, 2 weeks of preproduction 8 weeks of production, two weeks of final touches and marketing materials

First Month: Board, Card, and Spacial Games

Who Is Your Audience?

Kids games are just like adult games, right?

Nope: kids touch differently: BELOW the target

Nope: kids comprehend differently: No breakout menus! Early concepts for “DinoTrucks” by Yaya Play Games

Kids game with only overlay menus: Final concepts iPad game for kids “DinoTrucks” by Yaya Play Games

Week 1: The Audience is You Trust your own sense of fun to start. LISTEN to your colleagues, your testers, and yourself

What is a Game? Jesse Schell: Game design is creating play experiences. Game design is about decision making. – Fun is pleasure + surprises – Play is manipulation to satisfy curiosity – A toy is an object you play with – A good to is fun to play with. – A game is a problem-solving activity, approached with a playful attitude

Play Experiences What is under our design control, and what is not? Penny Arcade comic by Jerry Holkins and Mike Krahulik

What is a Game? Jane McGonigal Voluntary engagement with unnecessary obstacles

Optional Class Game: Siggy Search “SIGGY SEARCH” is a game for the first three weeks of class TO PLAY: Get the initials of every student in this course, under their names. The first five students to get all 32 signatures by the start of the fourth week of class will be crowned Rulers of Shmooze. TO GET A SIGNATURE: Outside of classtime, ask a classmate one of the following four questions, and receive an answer of about 2-3 minutes in length. There are no wrong answers, as long as they are thoughtful. 1.What was one of your best game experiences? Tell the story! 2.For whom in your life do you most want to make a game? Why? What kind of interactivity do you think they would enjoy? 3.What is a problem/source of misery in your schools, your homes, your communities, the United States, or the larger world that you wish could be improved with a game? What would it be like if it was improved? 4.What is one of the most interesting things you have learned at Tufts, in a class or out, prior to this semester?

Optional Class Game: Siggy Search What are the unnecessary obstacles? How would playing this game help you in this course, if you choose to play it?

METHOD 1: Brainstorming Mechanics With Toys story-driven design: mechanic-driven design:

METHOD 1: Brainstorming Mechanics With Toys story-driven design: Immersion, flavor, directs attention to elements mechanic-driven design: How you play: how you move, collect assets, and achieve a goal

METHOD 1: Brainstorming Mechanics With Toys story-driven design: when it is bad, it’s BAD mechanic-driven design:

METHOD 1: Brainstorming Mechanics With Toys story-driven design: good mechanic-driven design:

METHOD 1: Brainstorming Mechanics With Toys story-driven design: mechanic-driven design: GREAT

Story vs Mechanic example:

What is the Story?

What is the Mechanic?

Portal’s start: Narbacular Drop

Originally a very different story, same basic mechanic

Example #2: What is the Mechanic?

Why a Square Path?

“Circular” path = continuous play In Monopoly, players change the board with every turn around it.

Change theme and tweak mechanic EXAMPLE: Players are infiltrating a villain’s volcano lair, and the path is precarious series of stones which have a tendency to flip over when a player jumps way from them, revealing lava. This every turn changes the board. Don’t touch the… etc.

Now for the Exercise: Teams of 3, 3 boards and a bag per team

BOARD GAME EXERCISE: Toy Mechanic Brainstorming INTRO (10 minutes): Everyone gets into teams of 3-4 people. Introduce yourselves. Where are you from? What are some of your favorite games? This can be board games, video games, sports--any kind of game. CHOOSE BOARD (5 minutes): As a team, choose one of the boards. Do not worry about the choice. Just choose one. MECHANIC DESIGN (30 minutes): Open your bag of pieces, and think about how those pieces could be used on your board. Do you want player pieces? If so, how will they move? What assets will you collect, and what do they do for the player when the player gets them? How might the player interact with other players? What is the goal of the game, and what are different ways of achieving it? INITIAL RULES (30 minutes): As a team experiment with ideas until you have a starting system of player movement, asset collection, and goals. Practice “Yes, And” with your team—do not dismiss any ideas—write them down, and discuss which set of ideas you want to try and test first! TESTING (20 minutes): PLAY THE GAME. Discuss what is fun and what could be more fun. Adjust the parameters (rules) of the game. PLAY AGAIN. Discuss and adjust again. PLAY AGAIN. THEME (15 minutes): Come up with a theme for the game: a story to immerse your players and focus attention to mechanics.

Game Example: Trolls and Truffles Made in Paul Schuytema’s workshop, GDC 2003

MECHANIC: All players start in one circle. Roll to move, lines = # roll to cross. Land on pig’s circle to collect chip and roll to move pig. Land on opponent’s circle to steal chips and send back to start. When all chips collected, player with the most chips wins THEME: Sibling Trolls chase a pig around the forest to collect truffles to feed Father Troll and win his inheritance.

Due Next Week HOMEWORK #1: As a team, revise the design from class or create a new board game that is playable in minutes. Play the game multiple times to find ways to tweak the rules for more surprises, more “Flow” (productivity) and “Fiero” (victory against odds) Type up the final rules, clean up the board/ token materials, and bring the game to class ready to play. ALSO: Read Schell’s Art of Game Design Chapters 4-6 (pp40-74) on Game Elements.

Have a Great Week! And don’t forget to us with questions: Instructor: JASON WISER Available an hour after class and daily . TA: MIKE SHAH Lab hours: Wednesdays 4:30-5:45