Commercial Videogames Design & Development Edvin Aedma Toomas Laasik Margus Luik.

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Presentation transcript:

Commercial Videogames Design & Development Edvin Aedma Toomas Laasik Margus Luik

1)Context 2)Goals: experience, contacts, skills 3)3 design & development lectures 4)2 presentations/discussion seminars 5)4 practical tech sessions working with Unity3D 6)Working with an existing Unity game sample 7)10+10 design, development & tech coaching sessions 8)Final presentation, publishing cooperation possibilities Course intro

1: Game Design & Development Intro 1)What is playing 2)What are games 3)How to approach game design 4)Game development & game industry 5)HOMEWORK: Essay

Essay 1)What kind of games I would like to make 2)What kind of game I could make 3)Seriously, what kind of game I could really complete?

2: Unity3D space game intro by Toomas

3: Videogame elements & structure 1) Interactivity / Rules 2) Audiovisuals / Aesthetics 3) Context / Narrative / Meaning 4)HOMEWORK : Concept Document

Concept Documents 1)Start of the design process 2)Choosing a visual style, atmosphere, etc 3)Estimating & planning development

4: Mod your game and add content in Unity

5: Narrative/Story Design 1)Why stories are useful when designing experiences? 2)What are the principles of storytelling/narratives? 3)What to keep in mind when creating characters and environments. 4)Applying story design skills to group project 5)HOMEWORK: Expanded concept doc

Expanded Concept Document: Meaning 1)Add to concept document based on lecture

6: Add new game mechanics to your game

7: Random & Best homework presentations, feedback, discussion

Profits 8: Profits 1)Publishing 2)PR 3)Marketing 4)Advertising 5)Monetizing 6)Financing & Crowdsourcng 7)HOMEWORK: PR assets

9: Add metaelements to your game

10 : Possible Bonus: Level Design 1)Why levels? 2)Designing an experience (like writing a story) 3)How to start designing a level? 4)What are the common mistakes in level design? 5)How level design provides indirect control? 6)Applying level design skills to group project

11 : 6-hour Devjam * You can replace up to 3 lectures and a monster homework if you take part

15 & 16: Two final presentations

Course outcome: knowledge, experience, skills, contacts, credibility, etc

COURSE EXPECTATIONS 1.Enjoy the process and be nice to each other 2. Attend at least 4 design lectures 3. Present IT & DD homework 4. Partake in final presentation 5. Cooperate with external contributors, especially audiovisual specialists.

Course Design Fundamentals of Game Design, 2nd Edition, Ernest Adams Fundamentals of Game Design, 2nd Edition, Ernest Adams The Art of Game Design: A book of lenses, Jesse Schell The Art of Game Design: A book of lenses, Jesse Schell A Theory of Fun for Game Design by Raph Koster A Theory of Fun for Game Design by Raph Koster Challenges for Game Designers, Brenda Brathwaite & Ian Schreiber Challenges for Game Designers, Brenda Brathwaite & Ian Schreiber Richard Rouse III's book Game Design: Theory & Practice, Richard Rouse III's book Game Design: Theory & Practice, Game Design: From Blue Sky to Green Light, Deborah Todd Game Design: From Blue Sky to Green Light, Deborah Todd Replay: The History of Video Games, by Tristan Donovan Replay: The History of Video Games, by Tristan Donovan The Computer Game Design Course, Jim Thompson (2007) The Computer Game Design Course, Jim Thompson (2007) + Semiotics, Psychology, Anthropology, Communication, Marketing, etc. + Semiotics, Psychology, Anthropology, Communication, Marketing, etc.

Thank You Contact