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GameCamp! by ModLab Josef Nguyen and Amanda Phillips, facilitators Procedural Thinking
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About ModLab Interdisciplinary Digital Humanities and Game Studies Research Laboratory ~30 faculty, graduate, and undergraduate researchers from across campus IFHA Cluster in Gamification and the Digital Humanities, Mellon Research Initiative in Digital Cultures, IMMERSe Video Games Research Network, Davis Humanities Institute
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About GameCamp! Year-long workshop series culminating in a month-long game jam in May. Open to everyone – bring your non-programmer, non-gamer friends! General game design principles + tech skills http://ucdavisgamecamp.wordpress.com
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Josef Nguyen: Ph.D. Candidate in English. Email: jddnguyen@ucdavis.edujddnguyen@ucdavis.edu Website: http://www.josefnguyen.nethttp://www.josefnguyen.net Amanda Phillips: IMMERSe Postdoctoral Fellow in ModLab. Email: aphill@ucdavis.edu Twitter: @NazcaTheMadaphill@ucdavis.edu Website: http://gamertrouble.wordpress.comhttp://gamertrouble.wordpress.com About Your Facilitators
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Friday 5 pm, Kemper Hall 1127 https://www.facebook.com/groups/davisgamedev/ Game Dev at Davis
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http://www.igdasacramento.org International Game Developers Association
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New Sponsorship!
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Safe Community Building
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Procedural Thinking: You Want Me To Do What Where??
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Solitaire AnalogDigital
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Thinking Like a Computer
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Walk Around Enter an Encounter Take a StepEnter an Encounter Encounter? No Monster? Yes Small Big Small Monster Big Monster
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Randomness
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Candy Crush Saga
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Sugar Slaughter Story A process for running an analog version of the digital game Candy Crush Saga Materials: A 5x5 grid A six-sided die (d6) A die decoding sheet A set of 2 flowcharts A preset level guide Lots of candy
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Setting up the Game As a group, work together to follow the preset level flowchart instructions carefully Do not take short cuts Computers typically follow one instruction at a time; you should too After you have done that, clear the grid and follow the random level instructions carefully
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Discussing the difference
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Playing the Game A set of gameplay flowcharts Designate someone as the player. Everyone else will operate the game as the “computer” This doesn’t replicate Candy Crush exactly – there is no score, no specials, no end game condition. This is just to illustrate some of the procedures that produce gameplay.
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Wrapping Up Sugar Slaughter: which tasks were easier/faster as a human? Which would be easier/faster as a computer? Programming is not necessarily about complexity, but about thinking through problems procedurally. Different gamemaking platforms will have different limitations/affordances for programming problems
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