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LESSON #5: Workplace Games and Introduction to 2D in Unity

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1 LESSON #5: Workplace Games and Introduction to 2D in Unity
COMP 50 Game Design LESSON #5: Workplace Games and Introduction to 2D in Unity

2 TODAY: Design Method #5: Workplace Games Examples and methodology
2. Introduction to 2D in the Unity3D Engine: Sprites, Sprite Sheets, and 2D Physics

3 Why Make a Game about a Job?

4 Why Make a Game about a Job?
Built-in systems to exploit. Immediately recognizable to players. Transform Society: inform or change views about a way of life or a population of workers, creating opportunities for empathy.

5 Workplace Games: Diner Dash

6 Workplace Games: Diner Dash
You are a waitress managing meals for a small diner crowd. Casual/Resource Gathering Game: Seat customers, take food orders, deliver orders to chef, deliver coffee and food, take money, clear tables. Customers get cranky if made to wait. Make decisions on who gets fed first: Try not to get overwhelmed by multiple tasks/complaints.

7 Workplace Games: Papers, Please

8 Workplace Games: Papers, Please
Manage a border checkpoint. Puzzle Game: Compare documents, look for discrepancies/criminals. Ask for more information. Arrest people. Applicants can attempt to plead or bribe, and waiting masses can act against your state. Make decisions on who passes through. Try not to be weighed down by those decisions.

9 Workplace Games: Job Simulator

10 Workplace Games: Job Simulator
Work an office cubicle job (in VR). Exploration game: Fulfill tasks/missions assigned by robot boss. Explore distractions in cubicle. Feedback from Robot Boss and signs. Make decisions on how to spend time. Additional Games: Auto Mechanic, Convenience Store Clerk, etc.

11 Workplace Games: Create
Workplace Games: Create! Choose a new team to design a tabletop or digital Workplace game, and produce a paper prototype for next week THEME: Brainstorm multiple jobs with clear routines. MECHANICS/FLOW: List the routines and consider which lend themselves to interesting choices and playable mechanics. FEEDBACK: Consider potential actions by the customers of the workplace, and how they can provide meaningful stakes and feedback to the player. GOAL: Determine the components of a successful day/job completion. FIERO: Consider the critical choices the player can make to achieve the goal, and the emotional impact of those choices, to adjust mechanics and feedback for greater impact.

12 Due Next Week: HOMEWORK #5: With your new team, meet outside of class to revise/discuss the Workplace Game designs from class and discuss more possibilities for tabletop or digital games. Try playing the games! EACH TEAM WILL TYPE AND SUBMIT 1 WORKPLACE GAME PAPER PROTOTYPE: Description of workplace routines, gameplay rules, board image, photos of initial setup and key moments, and notes related to the reading. ALSO Read 50 pages more of EITHER Schell or McGonigal’s books, your choice. Note “Lenses” or “Fixes” you find & apply them in your design write-up.

13 Unity: Intro to 2D Game Dev
Basics of 2D: Hit 2D button above Scene for flat view. Set PNG art to “Sprites” and set “Order in Layer.” Higher numbers = closer to camera. Use only 2D Physics (Rigidbody 2D, Box Collider 2D) Painting Backgrounds: PNGs, quality 24, power-of-2 Standard Display: 1280x720, 72ppi. Paint 2x for HD/retina. Export layers: FG, MG, BG, with empty areas. Scrolling: at least 3 original screens, tiling ends. 2D Platformer: include obvious “platforms.”

14 Unity: Intro to 2D Game Dev

15 Unity: Intro to 2D Game Dev

16 Have an Excellent Week! And don’t forget to with questions: Instructor: JASON WISER Available daily.


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