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Assignment Paired Prototyping Some content based on GDC 2006, Gingold and Hecker Brent M. Dingle 2014 Game Design and Development Program Mathematics,

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Presentation on theme: "Assignment Paired Prototyping Some content based on GDC 2006, Gingold and Hecker Brent M. Dingle 2014 Game Design and Development Program Mathematics,"— Presentation transcript:

1 Assignment Paired Prototyping Some content based on GDC 2006, Gingold and Hecker Brent M. Dingle 2014 Game Design and Development Program Mathematics, Statistics and Computer Science University of Wisconsin - Stout

2 The Assignment Details: – Check the posted assignment sheet on D2L – Check with instructor if any inconsistencies exist between it and this presentation Summary: – Form into teams of 2 people – Each team is assigned a game project idea – In roughly Four Days create a prototype

3 The Short of It Create and turn in: – Game Prototype – Presentation (4 to 6 minutes) – Decomposition Planning Document – Support Artwork (including development files) Prototype must address AT LEAST one question about each of the following areas – Gameplay (mechanics) – Game appearance (look and feel) – Interface (user input and output)

4 Rules You can only use the inception document and powerpoint presentation provided by the author of the game idea – Apply your own understanding of the presentation Be reasonable, you will be expected to defend your interpretations Do NOT ask the author questions – The author has other things to get done – Exception: Questions regarding typing errors or poor grammar in the documents may be asked – but should be kept to a minimum

5 Tools Anything BOTH team members have access to use and agree to use Generally – Anything installed in the lab or on your laptops or that is freely available

6 Work by Others All work should be original in creation or use Any work done by people that are not a member of the 2 person team – Must be cited properly – Must be used in a unique/original way specific to the concept the prototype is testing Do not use Halo to prototype a game description of: “a first person shooter” Think along the lines of – “right to parody” – or “creative reuse of minimal part” – and non-harmful to original author(s) » e.g. do not make Mario a psycho killer

7 End Product Interactive Electronic Prototype – Runs on a computer – People can “play-test” it – All content is “appropriate” for all/most audiences Presentation of the prototype

8 Focus Areas Areas that “require more understanding” – Gameplay (mechanics) – Game appearance (look and feel) – Interface (user input and output to user)

9 What will be graded? Game Decomposition Description The prototype itself Your presentation of the prototype Your ability to work together Other items at the discretion of the instructor(s)

10 What will be graded? Game Decomposition Description The prototype itself Your presentation of the prototype Your ability to work together Other items at the discretion of the instructor(s) How did you break the game idea into parts and why What dependencies do the parts have What part(s) are you prototyping How does your prototype fit into the big picture Minimally this includes: List of questions your prototype is seeking to answer At least 3 (one from each area) A description of how the prototype provides answers i.e. what data would you capture, and how? A single part may touch all areas Areas are not necessarily parts

11 What will be graded? Game Decomposition Description The prototype itself Your presentation of the prototype Your ability to work together Other items at the discretion of the instructor(s) How did you break the game idea into parts and why What dependencies do the parts have What part(s) are you prototyping How does your prototype fit into the big picture Minimally this includes: List of questions your prototype is seeking to answer At least 3 (one from each area) A description of how the prototype provides answers i.e. what data would you capture, and how? does it run? cheap, fast, adaptive, re-usable, useful?

12 What will be graded? Game Decomposition Description The prototype itself Your presentation of the prototype Your ability to work together Other items at the discretion of the instructor(s) does it run? cheap, fast, adaptive, re-usable, useful? ad-hoc / improv? live demo? powerpoint? demo video? rehearsed?

13 What will be graded? Game Decomposition Description The prototype itself Your presentation of the prototype Your ability to work together Other items at the discretion of the instructor(s) ad-hoc / improv? live demo? powerpoint? demo video? rehearsed? Did you?

14 What will be graded? Game Decomposition Description The prototype itself Your presentation of the prototype Your ability to work together Other items at the discretion of the instructor(s) Did you? Does the game idea’s author think the prototype reflects the idea? or is useful to testing something related? Did you actually collect data (test the prototype)? Tools used? Amount of original work done…

15 What will be graded? Game Decomposition Description – How did you break the game idea into parts (and why) – What dependencies do the parts have – What part(s) are you prototyping How does your prototype fit into the big picture – Minimally this includes List of questions your prototype is seeking to answer At least 3 (one from each area) – A description of how the prototype provides answers i.e. what data would you capture, and how? A single part may touch all areas Areas are not necessarily parts

16 What will be graded? The prototype itself – does it run? – cheap, fast, adaptive, re-usable, useful? Your presentation of the prototype – ad-hoc / improv? – live demo? – powerpoint? – demo video? – rehearsed? Your ability to work together Other items at the discretion of the instructor(s) – Does the game idea’s author think the prototype reflects the idea? – or is useful to testing the idea? – Did you actually collect data (test the prototype)? – Tools used, Amount of original work done…

17 Grading Scale Doing the minimal i.e. doing just what is stated as required Gets you a grade at best of 70 to 80 percent e.g. 75% Going above and beyond gets you more an obvious above and beyond on this assignment would be a SHORT (1 to 2 minute) video demo of the prototype being played – this might also be useful as part of the presentation

18 Suggested Place to Start Decompose project idea – Each person independently make a list of 3 to 10 questions in each of the 3 areas about the assigned game – Compare lists » Look for common overlap » Select 2 or 3 in each area to focus on » May revisit/reduce more later Decide on tools Discuss and plan coordination of work – Identify tasks each person will do – Agree on timeline of completion – Understand dependencies on each other’s activities Begin work OR: Each person independently break the game into parts Observe overlap/commonality Agree on a parts breakdown Then for each part, create a list of questions

19 Success will require Planning, Coordination, Communication – Some call this Teamwork This is only the beginning Good luck!

20 End


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