Friday, September 24, 2010

Today's class

Lecture - Women & Games
pt 2 - Storytelling & flowcharts - design for interactivity

Finishing rule sets for "Us vs It" board game from last week -
three in-class presentations of example games.

BREAK

CONSOLE GAMES - in-class analysis of videogames - each team tries two videogames
 on one of the 3 main consoles from cupboard. Each team has a member who signs out
games & platform and HDMI cable from Sam Cooper (student card kept during use of equipment)

Today's lecture - interactivity & storytelling powerpoint

https://docs.google.com/present/edit?id=0AeKjuFl1dbmaZGdiZnp3Z3dfMjc4Zm5ya3I3ZDk&hl=en&authkey=CKfJrfIG

Brenda Laurel on games for girls - TED conference

Brenda Laurel discusses videogames for girls - "Purple Moon"

Thursday, September 23, 2010

Gamasutra's Women & Games event

Look at this link for the 'Girls and Games' event:

"Whether in different countries or different stages of life, females are undoubtedly drawn to gameplay. Women can step into development and create games for new generations, but diversity is essential as well. By relating to both men and women, researchers and developers can analyze cross-gender play, which is invaluable to the growth of games, as concluded by the wide range of panelists at the Girls ‘n' Games conference."

Girl Games - Beyond shopping & babies?



Can "girl games" transcend shopping, fashion and babies?

Women & Games

This site has a presentation by Aleks Krototski on Women and Games Culture.

Dr Krototski is also the host of the successful "The Virtual Revolution" BBC2 documentary
series on the cultural history & impact of the web on society.

Gamers shun stores for downloads

 http://www.bbc.co.uk/news/technology-11397504

Friday, September 17, 2010

In Class Design task from Ernest Adams

Try designing two characters whose strengths and weaknesses complement each other, so that while they seem very unalike,, they actually work together quite well. (Consider the characters Banjo and Kazoole or Rachet & Clank for examples) Choose a game genre and design characters and attributes suitable for that genre. Show how their qualities complement each other when the characters are together but leave each character vulnerable to the game's dangers when they are apart.


One paragraph per character - include drawings if you wish.

"Us versus It" in-class iterative game tuning activity 9/17/2010


This board game designing activity is one of a number  of workshops undertaken at the games developers conference to help  build the craft of gameplay and game design.

This link has all the  components you need to build the game - the pieces and board need to be  transferred to cardboard (i.e. printed then glued, or printed on sticker  paper then stuck onto card), but I will bring prepared items to class mounted on cardboard (thanks to our printing department!)

This will be an in-class activity for the 9/17/2010 Class.

DC

Friday, September 3, 2010

This is the powerpoint on characters that I showed you how to upload to blogger

Here it is. Enjoy.

Chris Crawford - Key Principles of Videogame Design

Helpful and well-known online document covering the key principles of videogame design.

Slide show of "Game Concepts" lecture

Web links from the Syllabus

Please email me with a 1500 word game proposal by Friday 10th September 2010

Game 100 students

Please email me with a (either group or individual) game proposal document (1500 words) to this address:

List:

Title
Target Audience - age/gender/etc
Gameplay mode - single player? multiplayer?
Platform - PC? Console? Web? Smartphone?
Camera mode - 3rd person, 1st person? top down? side-scroller etc?
Genre - arcade? action? puzzle? shooter? management? simulator? toy/virtual pet?
Characters - player controlled, non player controlled (NPCs)
Typical level - environment, 
User interface

Please include concept artwork, storyboard, flowcharts or other visual aides which help visualize the idea.


dcoxexploringgameworlds@gmail.com 

by Friday 10th September 2010

This document is basically an outline of the bigger main assignment you will be working on this semester for Game 100.



Thanks

David Cox

Design Practise in-class Exercise































1) Imagine that you could use any content you liked in a game without regard for copyright. Choose one of hte following game genres and then select a famous painter,photographer, or film maker, and a famour composer or musician, whose work you would like to use to create the appropriate emotional tone for your game.

Create a short presentation (e.g. use Powerpoint or similar) that shows how the images and the music work together for your purposes. The genres are:

ACTION (survival horror sub-genre)

REAL-TIME STRATEGY (modern warfare)
or

CHILDREN'S NONVIOLENT ADVENTURE game

Feel free to use google to search for images from fine art history, photography, painting. You can use the sites of the major galleries around the world - e.g. Tate gallery, museum of modern art, Guggenheim Gallery, or wikipedia - assemble a number of images and put together a presentation on a game based on one or more of these images.

This link has links to the major Art Galleries of the world

Post your finished presentation to your blog using google docs 'share' function (it gives you a URL when you have uploaded your file; - post this URL to your presentation on your blog.

Email me the blog address - dcoxexploringgameworlds@gmail.com

In Class Exercise - to do after lecture on 9/3/2010

       
Once you have a game idea in mind, these are the questions you must ask yourself in order to turn it into a fully fledged game concept. You don't have to be precise or detailed, but you should have a general answer for all of them.


Cut & paste the following questions into word, text edit or directly into your blog and answer each with a paragraph. When you have answered all the questions be sure they are viewable on your class blog.

1)     Write a high concept statement: a few sentences that give a general flavor of the game. You can make references to other games, movies, book, or any other media if your game contains simlar characters actions or ideas
2)     What is the player’s role? Is the player pretending to be someone or something, and if so what? Is there more than one? How does the player’s role help to define the gameplay?
3)     Does the game have an avatar or other key character? Describe him/her/it
4)     What is the nature of the gameplay, in general terms? What kinds of challenges will the player face? What kinds of actions will the player take to oercome them?
5)     What is the player’s interaction model? Omnipresent? Through an avatar? Something else? Some combination?
6)     What is the game’s primary camera model? How will the player view the game’s world on the screen? Will there be more than one perspective?
7)     Does the game fall into an existing genre? If so, which one?
8)     Is the game competitive, cooperative, team-based or single player? If multiple players are allowed are they using the same machine with separate controls or different machines over a network?
9)     Why would anyone want to play this game? Who is the game’s target audiencde? What characteristics distinguise them from the mass of players in general?
10)   What machine or machines is the game intended to run on? Can it make use of or will it require any particular hardware such as dance mats or a camera?
11)   What is the game’s setting? Where does it take place?
12)   Will the game be broken into levels? What might be the victory condition for a typical level?
13)   Does the game have a narrative or story as it goes along? Summarize the plot in a sentence or two.