Final game · Milestone 6 of 7 · Peer evaluation
Final Game Rubric
This is it: everything should be done and polished.
1. Game Pitch
2. Digital Prototypes
3. Initial Game Demo
4. Alpha Playtest
5. Beta Playtest
6. Final Game
7. Final Game Video
About this milestone
Expect to see
- A complete, polished game
- Splash/title screen, menus and HUD
- Win/lose screens, audio and credits
- Difficulty levels or other progression
How to score
- Enter one whole number for each category, from 5 (best) to 1.
- When a category has more than one criterion, weigh them together. If you're unsure, average them and round to the nearest whole number.
- The descriptions are anchors, not checklists: pick the column that fits best.
- Score what you saw today, not what the team says it will add later.
- Most criteria are subjective. Apply your own judgment, but apply it the same way to every team.
Rubric
| Criterion | 5 | 4 | 3 | 2 | 1 |
|---|---|---|---|---|---|
| 1. Fun (should be polished) | |||||
| EnjoymentDid you enjoy playing? | Fun; I wanted to keep playing after my turn ended. | Enjoyable; I liked testing it. | Okay; I didn't mind playing it. | Not very engaging; I was ready to stop early. | Not enjoyable at all. |
| Replay valueWould you come back to it? | I'd play it again and again (new levels, strategies, scores). | I'd play it several more times. | I'd play it once or twice more. | I'd play it once, to the end. | I probably wouldn't finish one play-through. |
| 2. Innovative | |||||
| OriginalityThe idea and how it's used in a game | A game idea I have not seen before. | A familiar kind of game with a twist that clearly changes how it plays. | A familiar kind of game with a small twist. | Mostly the same as games I know; the difference is mainly the theme or art. | A copy of an existing game. |
| 3. Technically challenging | |||||
| ComplexityAmount and interaction of object behaviors | Many distinct object behaviors and game systems that interact in interesting ways. | Many distinct behaviors, with some interaction between them. | A moderate number of behaviors, mostly independent of each other. | A few simple behaviors (about 3–5). | One or two behaviors. |
| Algorithms and intelligenceHow smart the objects and world are | Several non-trivial algorithms (e.g., path-finding, layered state machines, procedural generation). | Some techniques beyond the class examples. | Well-known techniques from class (e.g., chasing with lerp, FSMs, randomness). | Straightforward scripted movement and rules. | No algorithms; objects barely react. |
| 4. Final production quality | |||||
| CompletenessSplash screen, menus, HUD, win/lose screens, audio, credits, difficulty levels | Everything expected is there; it feels like a product I would pay for. | All essential elements are there; feels like a highly polished class project. | Complete and functioning, with some rough edges. | Missing some expected elements. | Major pieces are missing. |
| Stability and polish | No bugs or crashes seen; consistent art and audio. | Minor bugs that don't affect play. | Noticeable bugs, but the game can be finished. | Bugs that often get in the way of playing. | Crashes or game-breaking bugs. |
| Goal and controlsCould you figure out how to play? | I understood the goal and controls from the game itself, without being told. | I understood them after a quick hint or reading an on-screen instruction. | I understood them after the team explained. | I was still unsure about the goal or some controls while playing. | I could not tell what to do or how to control the game. |
Hints on preparation
Before the final evaluation game play, once again, you have a chance to tell us something interesting and direct our attention. Again, choose what and how much to say wisely.
Guide: you can include
Goal: why the world should think your game is the best!
- Changes made because of playtest feedback
- A summary of your efforts
- Cool or special features
- What was most challenging, and what was easy
- Maybe a slide on the game's commands
Don't talk at length: keep it short.