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Commercial Videogames Design & Development Edvin Aedma Toomas Laasik Margus Luik
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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
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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
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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?
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2: Unity3D space game intro by Toomas
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3: Videogame elements & structure 1) Interactivity / Rules 2) Audiovisuals / Aesthetics 3) Context / Narrative / Meaning 4)HOMEWORK : Concept Document
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Concept Documents 1)Start of the design process 2)Choosing a visual style, atmosphere, etc 3)Estimating & planning development
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4: Mod your game and add content in Unity
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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
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Expanded Concept Document: Meaning 1)Add to concept document based on lecture
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6: Add new game mechanics to your game
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7: Random & Best homework presentations, feedback, discussion
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Profits 8: Profits 1)Publishing 2)PR 3)Marketing 4)Advertising 5)Monetizing 6)Financing & Crowdsourcng 7)HOMEWORK: PR assets
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9: Add metaelements to your game
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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
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11 : 6-hour Devjam * You can replace up to 3 lectures and a monster homework if you take part
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15 & 16: Two final presentations
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Course outcome: knowledge, experience, skills, contacts, credibility, etc
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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.
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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.
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Thank You Contact mikrosekund@gmail.com
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