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DGMD-E70 Principles of Game Design

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Presentation on theme: "DGMD-E70 Principles of Game Design"— Presentation transcript:

1 DGMD-E70 Principles of Game Design
LESSON #5: Workplace Games and Introduction to Unity

2 TODAY: Design Method #5: Workplace Games Examples and methodology
2. Introduction to Unity3D Engine Interface, Concepts, and an Example Project

3 Why Make a Game about a Job?

4 Why Make a Game about a Job?
Built-in systems to exploit. Immediately recognizable to players. Transform Society: inform or change views about a way of life or a population of workers, creating opportunities for empathy.

5 Workplace Games: Diner Dash

6 Workplace Games: Diner Dash
You are a waitress managing meals for a small diner crowd. Casual/Resource Gathering Game: Seat customers, take food orders, deliver orders to chef, deliver coffee and food, take money, clear tables. Customers get cranky if made to wait. Make decisions on who gets fed first: Try not to get overwhelmed by multiple tasks/complaints.

7 Workplace Games: Papers, Please

8 Workplace Games: Papers, Please
Manage a border checkpoint. Puzzle Game: Compare documents, look for discrepancies/criminals. Ask for more information. Arrest people. Applicants can attempt to plead or bribe, and waiting masses can act against your state. Make decisions on who passes through. Try not to be weighed down by those decisions.

9 Workplace Games: Job Simulator

10 Workplace Games: Job Simulator
Work an office cubicle job (in VR). Exploration game: Fulfill tasks/missions assigned by robot boss. Explore distractions in cubicle. Feedback from Robot Boss and signs. Make decisions on how to spend time. Additional Games: Auto Mechanic, Convenience Store Clerk, etc.

11 Workplace Games: Create
Workplace Games: Create! Choose a new team to design a tabletop or digital Workplace game, and produce a paper prototype for next week THEME: Brainstorm multiple jobs with clear routines. MECHANICS/FLOW: List the routines and consider which lend themselves to interesting choices and playable mechanics. FEEDBACK: Consider potential actions by the customers of the workplace, and how they can provide meaningful stakes and feedback to the player. GOAL: Determine the components of a successful day/job completion. FIERO: Consider the critical choices the player can make to achieve the goal, and the emotional impact of those choices, to adjust mechanics and feedback for greater impact.

12 INTRODUCTION TO UNITY3D
Unity3D Interface Unity3D Concepts Quick Intro Project Terrain Creation, Textures, Trees 3rd-Person Controller Introduction to C# Scripting Sounds

13

14 Due Next Week: HOMEWORK #5: With your new team, meet outside of class to revise/discuss the Workplace Game designs from class and discuss more possibilities for tabletop or digital games. Try playing the games! EACH TEAM WILL TYPE AND SUBMIT 1 WORKPLACE GAME PAPER PROTOTYPE: Description of workplace routines, gameplay rules, board image, photos of initial setup and key moments, and notes related to the reading. Unity3D: try the second training module ALSO Read 50 pages more of EITHER Schell or McGonigal’s books, your choice. Note “Lenses” or “Fixes” you find & apply them in your design write-up.

15 Have an Excellent Week! And don’t forget to with questions: Instructor: JASON WISER Available daily.


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