Game Design/Implementation:

Guides and Results from previous years

Game proposals: 10-12 minutes per TeaM

Guide: You should include:

·         Two sentences on your game that defines the spirit of the game

·         Plot, objective (win/loose condition), rules, characters (hero/enemies), items

·         Draw Sketches of:

o    UI

o    One game level

o    Style

·         Digital prototypes to test out ß**VERY IMPORTANT**

o    Identify what are difficult for yourselves

o    Prototype: small, well-tested, well-abstracted

Examples from previous year (2017): this are some good examples (NOT all examples included everything), and, NONE included digital prototypes (they should!):

·         Six God: 

o    Like:

§  Content page

§  Details of

·         hero control

·         scenes, object types

·         needs (audio, textures)

§  Sketch of levels: types of traps

§  Outlined challenges

o    Would be nice if …

§  Include Chinese names and Schools in the first page

§  Describe intend to meet the challenges outlined

·         Digital prototypes: SMALL programming assignments demonstrating challenges can be met

·         But I’m a Zombie:

o    Like

§  Content page

§  Game overview with level sketch

§  Mapping to final game technical requirement (well done)

§  Character control

o    Would be nice if …

§  Include names (both Chinese/English) and names of schools in the first page

§  Include some discussions of potential challenges (and how to meet the challenges): again, digital prototypes

·         Pirate and Snake:

o    Like

§  Colorful/creative presentation in general

§  Notice: Secrets (strategies for scoring!?)

o    Would be nice if …

§  More details are included: sketch of levels, character control, potential challenges …

·         Proposals with explicit references to digital prototype list (GREAT!)

o    Quarrelsome Coral: Detail, format, use of color, sample sketch of scenes objects, feel of the game, key prototypes, and wish list!

§  This is what their final game looks like, 4-player collaborative on the same machine).

o    Other good examples: ZoombieLoveDualShot

o    These examples are from my other classes,

§  NOT a fair comparison, students have a week to put together their proposals, and they only have 5 minutes to present

 

Digital Prototype: 10-12 minutes per TeaM

 This is your “Proof of Concept”!! You demo, we watch.

·        You need to proof your game is do-able!! ß find and solve your own problems

·        Examples (all final games are here):

o   FourStick (Final game: ByeByePillow: Crystal Realm)

§  Like: easy demo of all prototypes

·         Other good Examples: 

o    Escape (Final game: Project Sloth) and 

o    DualShot (Final game: The Psychobots: Dual Shot)

·        IMPORTANT note:

o   All example: testing VERY simple and yet important technical points

o   Simple testing environments

o   SIMPLE è Encapsulate into separate classes for later use in game

 

Rough Game Demo presentations: 10-12 minutes per TeaM

You demo, we watch. This is basically the integration of all digital prototypes in a meaningful manner demonstrating that:

·         The individual solutions can be integrated in the same system AND that,

·         The integrated result shows promise of the system you want to build.

During the game demo, some groups include PowerPoint slides to help direct their audience’s attentions (to help them get higher scores).
Guide: You can include:

·         Goal: to remind

o    1 slide to remind everyone what your game is about (level sketch from proposal can work well)

o    1 slide to remind some of the challenges (or the ones  you have solved)

·         In general DO:

o    Remember, the goal is to remind us what your game is about and show us the game

o    Short presentation, 1-2 minutes is good

·         In general DO NOT:

o    Talk more than 2-3 minutes (the important point is the demo)

o    DO NOT ended up playing your game while presenting,

§  you are not there to play, you are there to SHOW what has been done

 

Playtest presentations: 10-15 minutes per Team

During each playtest (alpha and beta), before we begin playing your games, you have a chance to tell us what we should pay attention to. Watch out!! Each team has about 12 minutes of playtesting time. If you spend 10 minute in a presentation, then, we will only have 2 minutes testing your game! J.
Guide: You can include:

·         Goal: to direct your testers’ attention

o    1 slide to remind everyone what your game is about (screenshot from demo does well here)

o    1 slide to explain what are the information you are looking for

§  E.g., how does it feel when hero jumps?

§  E.g., which of the mechanics do you prefer (with double jump or not)?

§  E.g., does “sliding on ice” feel right?

o    Potential: Slide to show game control

·         In general DO:

o    Remember, the goal is to remind us what your game is about and show us the game

o    Short presentation, 1-2 minutes is good

o    Include your own survey questions

§  You are welcome to do this.

§  Key: No more than 4-6 questions, easy access (e.g., QR code from SixGod)

·         In general DO NOT:

o    Talk more than 2-3 minutes (the important point is the demo)

 

Final evaluation: 10-15 minutes per Team

Before the final evaluation game play, once again, you have a chance to tell us something interesting and direct our attention. Again, choice what and how much to say wisely.
Guide: You can include:

·         Goal: Why the world should think your game is the best!

o    Changes made because of playtest feedback

o    Summarize efforts

o    Identify cool/special features

o    What is the most challenging/easy

o    May be a slide on game commands

·         DO NOT: take more than 2-3 minutes

Examples from previous year (2017):

·         Six God:

o    Time spent

o    Cool features (Slide 3+4)

o    Last slide: control [leave this on when everyone plays]

·         Snake:

o    Explain technical requirements

o    BUT: a little long

·         Pirate:

o    Details illustration of the game

o    Explain technical requirements

o    BUT: too many slides, took too long.