Prototyping UC Santa Cruz CMPS 170 – Game Design Studio I https://courses.soe.ucsc.edu/courses/cmps170/Fall14/01/ 4 November 2014.

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Presentation transcript:

Prototyping UC Santa Cruz CMPS 170 – Game Design Studio I 4 November 2014

UC SANTA CRUZ Upcoming Deadlines - Pitches  Thursday, November 6, Saturday, November 8  Third game pitches  Presentation order now on Piazza  Note that your third pitch must be a brand new game concept  To re-visit a game concept, do this in the second chance pitches  By Monday, November 10  Sign up to give a Second Change Pitch  Just need to give your name, and indicate you’re interested  Thursday, November 13  Second Chance Pitches

UC SANTA CRUZ Upcoming Deadlines  Friday, November 21  Revision 2 of resume  First draft of portfolio website  Sunday, November 30  Prototyping assignment due  Performed by everyone in the class  Do this for your own game, if part of a greenlight team  Or, for someone else’s greenlight pitch, if not  Your prototype can explore different territory  Might express the ideas in a different way  Think of it as a way to intern for a team

UC SANTA CRUZ Blizzard Visit  November 13  Talk in morning  Drop-in help with resumes/portfolio during day  Information session in afternoon  … and participating in the Second Chance Pitches

UC SANTA CRUZ Prototyping: From pitch to game  Problems with pitches  Really short: can’t convey much information  Lack detail  Not a good format for conveying information about game systems  Can be hard to convey moment to moment gameplay  Consequences  Incomplete game design  Easy to imagine elements that are very difficult to realize  Internal contradictions/incoherence  A prototype can address these negative consequences

UC SANTA CRUZ What is a prototype?  A prototype is a simplified model of an intended game  Simplified model  Simplicity reduces complexity to permit rapid implementation progress  A model focuses on a specific part of the game, to answer design questions  Intended game  The vision you have of the game you would like to make  Will change over time based on feedback from the prototype

UC SANTA CRUZ Prototypes answer questions  Think of your game as a design research project  That is, you are performing an active inquiry into the nature of the design of your game  After a pitch, you have many questions about your game  What is the emotional feel of the moment to moment gameplay?  Is it feasible to create a novel user interface?  What are the game systems, and how do they interact?  What parts of the game create an emotional response in players?  You construct one or more prototypes to quickly provide (partial) answers to these questions  They are tools you use to answer the questions

UC SANTA CRUZ Prototypes persuade and inspire  By making a game, you’re making entertainment and art  So, prototype should be interesting and fun  Inspiring!  Remember, you still need to convince the judges to greenlight  Then, perhaps harder, you need to convince other students to join your team!

UC SANTA CRUZ Typical prototype process 1.Develop list of design questions  Prioritize this list: which ones are most important? 2.Construct a prototype (either physical or digital)  Designed to answer the most important questions 3.Conduct playtest sessions  Have friends and class members (or, ideally, representative members of your core audience) play your game, and observe results 4.Analyze results  In writing, document what you have learned about the design questions you posed 5.Revise and repeat  Based on the analysis, revise the game design, and possibly repeat the playtest using the refined game design.

UC SANTA CRUZ Physical prototype  A prototype that is built without writing code.  A non-digital prototype  Goal is to create a model of (some aspect of) the play systems Experilous blog (Andy Gainey) experilous.com/1/blog/ Arthur Roszczyk: physical game prototyping in Instanbul samur.pl/portfolio/works/game-design-workshops-on-physical-game-prototyping-istanbul/

UC SANTA CRUZ Physical prototyping benefits  Fast  Can take as little as a few hours to get a working prototype  Many times, within a day you can gather preliminary results  Rules  Makes the rules of the game specific and concrete  Other people cannot play the game if you cannot describe the rules  Systems  Can quickly see how different rule systems interact as people play the game  Fun  You quickly see people having fun playing your game. Gratifying!

UC SANTA CRUZ Physical prototyping pitfalls  Turn based  Physical prototypes tend to force you to have a turn-based model of the game  May not give you a good sense of how a fast-paced game will feel  May be misleading about dynamics  Misleading social dynamics  A game might be more fun as a physical game than as a digital game due to the social interactions between players and designers  Limited aesthetic feedback  Doesn’t help with art direction, music direction

UC SANTA CRUZ Physical prototyping sweet spots  Good match  Puzzle games  Strategy games  Stealth games  Action/adventure and RPG games  Not as good (still some value)  Virtual reality game (might still be able to simulate)  Novel UI controller games  Games where game feel is important (platformer, shmup)  But, still could explore puzzle mechanics and level design ideas on paper

UC SANTA CRUZ Prototyping supplies we have  Dice, lots of dice  Counters and tokens  Graph and hex paper  Army men  Sticks, dowels  Paper cutters, X-acto knives  Legos  Let me know if you would like something else (within reason)

UC SANTA CRUZ Digital prototypes  A prototype where you construct a small running piece of code  Advantages  Gives better feedback on moment to moment gameplay  Better understanding of dynamics  Better understanding of emotional response  Can explore visual art and sound design choices  Great at communicating a game idea

UC SANTA CRUZ Digital prototype disadvantages  Time  Can take a long time to create, much longer than paper prototype  Premature commitment  Many design decisions need to be made to build a prototype  Maybe these decisions should be explored on paper first  People over commit to the vision in the prototype, instead of viewing it as a work in progress, maleable  Early commitment to an technology platform that might not be the most appropriate  Places attention on details of programming and implementation  Less emphasis is placed on design decisions, independent of implementation choice