Course Overview UC Santa Cruz CMPS 170 – Game Design Studio I

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Presentation transcript:

Course Overview UC Santa Cruz CMPS 170 – Game Design Studio I https://courses.soe.ucsc.edu/courses/cmps170/Fall14/01/ ejw@cs.ucsc.edu 2 October 2014

Class details online Syllabus online at Piazza Office Hours courses.soe.ucsc.edu/courses/cmps170/Fall14/01 Piazza https://piazza.com/class/hwis1w6st1a5rv Office Hours Tuesdays, 4:30-6pm, Engineering 2, room 273

The year-long game design studio sequence CS 170 Game brainstorming Individual concept development Team formation and game design CS 171 The heart of making the game Course is process-based, providing a series of milestones for completing game Some game design work will continue Focus on software engineering issues CS 172 Emergency design revisions (the “oh my god” moment) Build out game content (level design) Final playtesting and tuning Finish game Win awards at indie game competitions

Learning Goals Evaluation of game pitches Game concept brainstorming Ability to quickly evaluate a game pitch Understanding of elements that comprise an effective game pitch Game concept brainstorming Ability to develop novel game design ideas Create game pitches Ability to develop a game design idea into an effective game pitch Ability to present a game pitch to a group

Learning Goals (more) Game design Resume and portfolio Team formation Ability to refine a game pitch into a more detailed game design Ability to perform digital and non-digital prototyping of the game design concept Ability to present a game design to an audience Resume and portfolio Ability to create a professional resume and portfolio site Ability to assess and critique a resume and portfolio Team formation Ability to evaluate people as potential team members Ability to develop an interview guide

Your TAs Ben Spalding (Friday section) Leland Dawson (Monday section) DANM MFA student Background in cultural theory, creative writing, and game design Experience as DM in table top role playing bspaldin@ucsc.edu Leland Dawson (Monday section) Computer Science MS student Completed the 170 sequence last year (Forsaken) Has made games for an Australian mobile games company lsdawson@ucsc.edu TAs will have offices hours (TBD)

Google Drive We’ll be using Google Drive and Google Documents during the quarter For homework submission For providing feedback on game pitches given in class For presentation of game pitches On the signup sheet, please indicate your preferred Google email address for using Google Drive This is typically your @ucsc.edu email address

Upcoming deadlines Saturday, October 4, 10am Saturday class session, Engineering Lecture Hall Sunday, October 5 (11:59pm) Homework #1 – Summer Game Evaluation Sunday, October 12 (11:59pm) Homework #2 – Game Pitch Evaluation Thursday, October 16 / Saturday, October 18 First game pitches in class …more on the homework later

Class expectations You are required to attend sections Each section will have a graded assignment associated with it Assignments can be completed in the section timeslot No sections this week, or week of Thanksgiving You are required to attend the Saturday class sections With prior approval, can miss a session for attending game-related conference or a hackathon/gamejam. Saturdays we will meet: October 4, October 18, November 8, and December 6 You are strongly encouraged to attend regular class sessions that are lectures

Classroom expectations If you’re attending lecture, you should be “mentally present” and engaged Fine: Quick checks online for a related fact, or to find a game reference. Not OK: (all are actual observed behavior from prior 17x students): Being on the web the entire class. Watching TV. Playing a game. Programming your game. Falling asleep consistently. In lecture, students should generally remain seated Fine: Go to the bathroom, answer an important phone call, go to front for presentation or class exercise Not OK: Getting up and wandering around the classroom for long periods of time. Not OK: Walking into the “professor space zone” at the front of class while I am presenting. If you start feeling so antsy or cooped up you can’t stay seated, you can go outside for a few minutes

Classroom expectations (2) Asking questions is fine, and encouraged Please either raise your hand or wait for a pause in my lecture Not OK: asking so many questions it becomes disruptive Not OK: interrupting the professor or TAs while they are talking with a question If things go on too long, I’ll ask that we continue discussion at the end of class, or in office hours Treat people with respect, and encouragement I will work hard to be respectful of all of you Giving presentations about rough-hewn game ideas is hard Public speaking is really tough for many people

Game Design Values Here at UC Santa Cruz, we value: Experiences that explore the boundaries of games as an expressive media. Games that feature one or more forms of (radical) innovation. Novelty in all its aspects. Games consistent with a broad ideal of diversity.

Tradeoffs If forced to make a decision, we prefer: Design risk over conservative designs Though we do not seek to be reckless. Design risk combined with risk evaluation strategies is best. Novelty over fun We like fun games, and ideally every game should be fun and novel. Making a fun game without novelty is inconsistent with our design values. Innovation over mass market appeal We hope your games are wildly popular. But, conservative design solely to achieve mainstream appeal is inconsistent with our design values.

Implications A game with one novel mechanic, explored exceedingly well, is ideal. Should achieve novelty in design, visual, story and audio aspects. Games with smaller scope are better than games with larger scope.

Game selection process Week 2: Pitch 1 Week 4: Pitch 2 Week 5: Pitch 3 Everyone in the class makes a game pitch during the three pitches ~240 ideas generated, 36 go forward (12 each round) Week 6: Second Chance Pitches Optional: for existing game concepts or late-breaking ideas Another 9 selected, for a total of 40-45 Week 8: Greenlight Semifinals Reduce by 50%, down to 20-25 Week 9: Greenlight Final Pitches Reduce by 50%, down to 10-15 greenlit games

Game selection During pitches, instructor and/or one or more of the TAs may indicate they like the game idea Only one: game joins that person’s team Multiple: pitcher gets to choose which team to join None: sorry, not selected to go forward (try the second chance pitches if you’d like) Instructor and TAs will work with people on their teams to improve their games and pitches Will have a friendly competition to see who has the most greenlit games There will be an external panel of judges for the semifinals and the finals Panels will be different for each

Game categories Open category (4 games) Social media game (3 games) Game that makes non-trivial use of a social media platform (Facebook, Google+, Twitter, Instagram, possibly even Twitch) Game using non-traditional/custom hardware (2 games) Custom controller/cockpit/hardware element Also includes Kinect games Standup arcade game (2 games) Game that would be played at a classic arcade Virtual reality/augmented reality game (2 games) Occulus Rift, Seebright, etc.

Game categories (more) Game designed around specific visual art style (2 games) Where the art style is the thing determined first, and the entire rest of the game is built around that style Game designed around a specific audio track or style (2 games) Where the audio track/style is the first thing determined about the game, and the entire rest of the game is built around it I.e., pick a specific song, and build a game that represents that song Think game as music video Or, make a game about Flamenco, or some unusual musical genre NOT: a category for generic rhythm games that can have any music plugged into the game Example: Vessel

Game categories (more) Innovation in an existing genre (2 games) A game firmly rooted in conventions of an existing genre But, is innovating in a non-trivial way Example: for shmups, Everyday Shooter (clearly a 2d shooter, but visual style, music, and gameplay differ markedly from other games in genre) Will not fill every category We reserve the right to change the number of games accepted in a category For example, if we have a large number of really outstanding game concepts in one category

Team formation Compared to past 170 classes, teams will form late in the quarter Teams will likely not be completely formed by the end of the quarter Individuals will pitch until they pass the semifinals At this point, they can bring one more person onto their team Games that are greenlit (pass the finals) then will have a formal application process for team members

Interview process (Week 10) Open, transparent application process Where to apply, what to submit for the application Select people for interviews Have posted interview questions Take and submit notes during interviews These will be submitted Notification of selected people All on the same day Acceptance period People accept/decline offers from teams

Interview Outcomes Some teams may not have sufficient people Some people may not be on a team Will have another interview round at the start of Winter People who are not on a team will have an alternate assignment path in CS 171 Hard game programming assignments Maximum grade on this path is a B+ Games with clearly too few people on the team will be cut For teams, there is a tradeoff between being selective, and getting enough people.

Homework #1 : Summer Game Evaluation Pick five games from the Summer Games List List is posted on Piazza At least 3 games have to come from the “Really Want You To Play” list The remaining two can come from any category in the list Play the five games It’s fine if you limit the gameplay time to an hour maximum Some games don’t require even that much time Write 1-2 paragraphs describing your subjective evaluation of the game No right or wrong answers Write these under the particular game in the “Summer Games Megathread” Due Sunday, October 5, by 11:59pm

Homework #2: Game Pitch Evaluation You will review 75 game pitches found on Steam Greenlight, Kickstarter, Indiegogo, or other crowd funding/voting site Develop your own scheme for evaluating game pitches Needs to have at least five elements Can be numerical ratings (recommended), short written statements, etc. Describe your evaluation scheme in a document Evaluate the 75 game pitches according to your evaluation scheme I.e., use a spreadsheet to record your evaluations

Homework #2 (more) Pick your top 3 and worst 3 Write those, and a brief explanation in a post to Piazza Evaluate the evaluation scheme 2-3 aspects that worked well, or didn’t work well Write in a document (i.e., at the end of the evaluation scheme description) Due Sunday, October 12, 11:59pm See class website for grading scheme