Interactive Designer and Educator
Monday, May 19, 2008
Week Six - Day Two
Today was a green light with each team. Each team had approx. 20 minutes to review their design document components including a paper prototype. At this point, it is important that the mechanic is being decided, art style, and schedule. Also the scope of the project needs to be determined to ensure success. The students were also given an extra credit option to present their projects at the Interfaces Conference.
Week Six - Day One
Today we discussed usability testing, play testing, and instrumented testing. I defined the terms and explained some of the associated processes. I defined what data is needed and how the data should be collected and reviewed. Key tips on mistakes to avoid when making the tests and actually running the tests. Each group should create a minimum of 3 personas, 20 questions, and test 10 people within the week.
Labels:
Play testing,
Usability testing,
User Personas
Thursday, May 8, 2008
Week Five - Class Two
Today we discussed architecture and spatial design. We focused on the principles and how they apply to game design. We reviewed circulation and organization components. Also, environments, textures, and the character of the atmosphere. Many times we reviewed player themes, feelings, and understanding of the surroundings. How to add drama and lighting to add to the feel and atmosphere of the level. Ensuring that there are transitions through design.
Labels:
Circulation Components,
Level Design,
Spatial Design
Tuesday, May 6, 2008
Week Five - Class One
Today we discussed the elements and principles of design applied to Level Design. We discussed Player ergonomics and how the player should not learn by dying. Also level flow, wow factor, hooks, and difficulty. All of this is determined by the determined target market and learned through play testing. It was highly encouraged for the level designers to work with interior designers if available.
Then, we discussed balance, scale, proportion, unity, emphasis, rhythm, and harmony. Each one was applied to cameras, the player, and the visuals. Without these three working together the aesthetics are not achieved.
We reviewed landmarks, paths, edges, nodes, and districts. Finally we looked at a common next step for design: adding walls and windows. We reviewed different ways the walls and windows could be used and perceived. We discussed the psychological meanings behind some of the decisions.
Then, we discussed balance, scale, proportion, unity, emphasis, rhythm, and harmony. Each one was applied to cameras, the player, and the visuals. Without these three working together the aesthetics are not achieved.
We reviewed landmarks, paths, edges, nodes, and districts. Finally we looked at a common next step for design: adding walls and windows. We reviewed different ways the walls and windows could be used and perceived. We discussed the psychological meanings behind some of the decisions.
Labels:
Elements and Principles,
Level Design,
Visuals
Tuesday, April 29, 2008
Week Four - Class One
Today we discussed characters and stories. We discussed the "Hero's Journey", Act's, and character descriptions. We also discussed target market and personas. The largest part of class today was the feedback of their Green Light/Pitch presentations and the final two game mechanics that will be completed over the next 1.5 quarters. The "Banana Bonanza" and "Diabetes 101" were the two mechanics selected for the rest of the time. The class split into two teams and assigned roles to themselves. Now they need to present their ideas to eachother, work out milestones until the next Green Light, and start iterating the gameplay and story. They are to be working on a story bible and playtesting.
Friday, April 25, 2008
Week Three
This week the students had the first class to prepare for their first Green Light Presentation. Then the second class they had their Green Light Presentations. Each group had 15 minutes to present their concept document and prototype of their main game mechanic. The students were nervous and needed to be more passionate about presenting their own ideas. Overall, the presentations went well and now we are on to narrowing the two ideas that the students will create over the next 1.5 quarters.
Labels:
Concept Document,
Green Light Presentation
Thursday, April 17, 2008
Week Two - Class Four
Today we reviewed researching, objectives, editing & refining, formal elements, and prototyping. First we reviewed the player and engaging the player in the game. We then went over objectives and ones that are actually in games so the students could relate to the topic more. Many of the students objectives are still story driven or mini-objectives. I am trying to encourage an overall objective based on game mechanics.
Then the students were given some time to research their game mechanic against what is already out there. This is important because they need to know what is out there, how they are different or the same, and why. I also had the students write their main objective on the board and had all of the students in the class write what games that come to mind when they hear the objective.
Then I explained some more factors for their ideas to think about: technical feasibility, marketability, artistic, scope, and business/cost. I also redefined some of the questions they need to be able to answer in their concept and pitch.
Prototyping! SIMPLE, SIMPLE, SIMPLE! We discussed core gameplay mechanics and how important it is to prototype this idea and how important iteration is. I also encouraged the students to read:
•http://www.gamesetwatch.com/2007/11/opinion_20_underused_game_mech.php. This goes over underused mechanics that is a fresh change from hearing about what is overused.
Then the students were given some time to research their game mechanic against what is already out there. This is important because they need to know what is out there, how they are different or the same, and why. I also had the students write their main objective on the board and had all of the students in the class write what games that come to mind when they hear the objective.
Then I explained some more factors for their ideas to think about: technical feasibility, marketability, artistic, scope, and business/cost. I also redefined some of the questions they need to be able to answer in their concept and pitch.
Prototyping! SIMPLE, SIMPLE, SIMPLE! We discussed core gameplay mechanics and how important it is to prototype this idea and how important iteration is. I also encouraged the students to read:
•http://www.gamesetwatch.com/2007/11/opinion_20_underused_game_mech.php. This goes over underused mechanics that is a fresh change from hearing about what is overused.
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