DGMD E-70 Principles of Game Design LESSON #12: Mid-Production Evaluation: Game Radical Revision and Peer Evals.

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DGMD E-70 Principles of Game Design LESSON #12: Mid-Production Evaluation: Game Radical Revision and Peer Evals

TODAY: 1.Digital Prototype Testing! 2.Project Evaluation: Modes of Play and Radical Revision 3.Team Evaluation: Systems (Communication, Tools, Pipeline) and Peer Evals

PART 1: DIGITAL PLAYTESTING SET UP (<5 minutes): 1.Teams Choose Tables 2.Set up game digital prototype on 2-3 laptops. 3.Decide initial Observers (1-2) and Players. 4.Discuss: Do you want 1-3 points/ instructions to share with visiting players? Write them down!

PART 1: DIGITAL PLAYTESTING PLAYTEST ROUNDS (20 minutes): 1.Observers stay to manage playtest, Players find other games to play. 2.If team chose 1-3 instructions, give them. 3.Players attempt to play prototype (5-10 min). Observers take notes! 4.Players fill out questionnaire (5 minutes). 5.Time permitting, discuss answers.

PART 2: Project Evaluation Questions #1: What types of players does your game serve? In what ways is the game fun for them? How can that fun be enhanced with mechanics? Who else do you want to serve in your game? ART & AUDIO: Where is the game most clear in communicating goals and tools, and where does it need to be enhanced? Consider both HUD and in-game content

Question #2: Remember radical revision? PART 2: Project Evaluation

Radical Revision: Revision that explores complete overhauls of your ideas: Dangerously sweep away all of the sweat and blood you have shed so far and imagine impossible new directions. You don’t have to follow those paths— you just need to give yourself the chance to consider them, to permit those ideas to percolate and enrich your games.

Radical Revision Exercise: 2 classes left + final presentation Dec 17 = about 4 weeks until then. You need to focus on building levels, fixing final bugs and polishing, but it is worth taking little bit of time this week to imagine radical revisions, and to see what might still be possible to enhance your project SO, discuss: Identify a core idea in your game to radically reposition in new modes of play. Enjoy the thought experiment of what if, and see where it leads for art or audio or some gameplay revisions in these final weeks

PART 3: Peer Evaluation (Due by Tomorrow) Download file for your team-size from website (based on BU EMBA project peer eval system). Fill out text evaluation for each team member before assigning any scores. Any score distribution out of your available points total is acceptable EXCEPT awarding equal amounts to any team members. Evals will not be shared by teacher with team members, but you should use this document as an opportunity to reach out to each other and discuss issues!.

PART 4: TEAM MEETING (if not in class, then outside as soon as you can) Convene at your team table to discuss observations and questionnaire answers. Read responses and review test-runner notes. Choose a facilitator Discuss responses—what feel like the biggest ideas, the most pointed critiques? Plan to type up and post your notes. Discuss Production goals for the next class and the two weeks after (over Thanksgiving Break-- next top priority Backlog items, potentially influenced by tester experience/ observations) and divide work equitably.

Due Next Class, In Two Weeks: HOMEWORK #12: A POPULATED Game: 5 th Digital Prototype with revised play, more levels, lots more art & audio! TEAMS: 1.Divide Unity/Art/Audio production equitably. 2.Meet with your team at least twice to discuss progress, solve problems, and consolidate build. 3.Test clarity with at least two NEW players. 4.Submit fourth digital build to class next week. Individually: Progress Report #5: Submit typed page: What you agreed to produce, what you accomplished, self-evaluation/related screenshots.

Breath. Relax. And keep working hard! And don’t forget to us with questions: Instructor: JASON WISER Available an hour after class and daily . Unity TF: Julia Knight Lab hours: Thursdays 7-7:40, daily by