SES # | TOPICS | READINGS | AUDIO Lectures |
---|---|---|---|
1 |
Syllabus, Brainstorming, and Prototyping Project 1 Team formation Project 1: Non-Digital Prototyping (PDF) - handout List of Useful Tools (PDF) – handout List of Indie Games (PDF) – handout
|
Part 1: Introduction, Overview, and Syllabus (00:49:35)
Part 2: Brainstorming (00:19:53)
Part 3: Paper Prototyping, Playtesting, and Group Formation (00:49:57) Session 1 Part 3: Paper Prototyping, Playtesting, and Group Formation | |
2 |
Game Engines In-class testing (bring a testable version to class.) Focus Testing Basics (PDF) – handout Sample Focus Test Document (PDF) - An example of an observer's script/survey. Probably fancier than your team needs, but it covers all the basics. Bugs & Bug Testing (PDF) – Advice to testers on how to test |
| Audio not available |
3 |
Project 2 and Randomization Presentation of Project 1 final version to instructors during class. Project 2: Team Formation. Start design of changelog. Select producer. Project 2: Digital Prototype with Project Management (PDF) – handout | Kilgore, Chad. "Understanding Challenge." Gamasutra, January 8, 2013. | Audio not available |
4 |
Project Management and Agile I Project 1 individual writeup and group changelog due. |
Mansour, Mark. "Scrum's Product Backlog - Agile Requirements Management." Agile Bench. | Project Management (00:47:08) |
5 |
Agile II and Estimation Project 2: Two minute inclass presentation on Vision Statement / Product Backlog. High Level Design Document (PDF) / Vision Statement (PDF), Product Backlog (XLS), and Testable Paper Prototype due (1 of each per team). |
![]() | Agile II - Product Backlog (00:27:54) |
6 |
Task Lists and Testing Project 2: Sprint Tasklist with estimates – two minute in class presentation. Sprint Tasklist with Estimates due (1 per team) | Task Lists, Daily Scrums, and Sprints (00:29:40) | |
7 |
QA and Focus Testing Project 2: Inclass playtesting (Playable version required) Focus Test Script (PDF) – handout |
![]() | Quality Assurance and Focus Testing (00:32:14) |
8 |
Aesthetics and Project 3 Project 2 Due: Group Presentation – 5 minutes Digital Game Prototype (1 per team) Individual Postmortems Due (1 per person) Design Changelog (1 per team) & Focus Test Summary Due (1 per team) Project 3: Team formation, start changelog, appoint producer or scrummaster. | Aesthetics and Project 3 (00:39:30) | |
9 |
Coding Tips Project 3: High Level Design Document or "Back of Box Copy" vision statement due (1 per team) |
Quintans, Desi. "Game UI By Example: A Crash Course in the Good and the Bad." tuts+ Game Development Series. January 22, 2013.
| Coding Tips (01:22:02) |
10 |
Assets and Project 3 Presentations Project 3: Either a Paper Prototype delivered in class or a Design Guide document to present & explain in class. Teams using Design Guides must also submit them. (1 per team) Two minute presentation: the core of your game design idea (using Design Guide or Paper Prototype.) Independent Focus Test: Using either your Paper Prototype or a running version of your game, conduct a focus test outside of class, gather data from your testers (at least 4), and use the data gathered from that test to improve your game. Record information on the Focus Test Summary (PDF) for submission at end of project. | Cheap Assets (01:12:03) | |
11 |
Production | Videogame Production (00:47:16) | |
12 |
Spring Retrospectives and Project 3 Presentations Project 3 Due: Digital Game Prototype (1 per team) Individual Postmortems Due (1 per person) Design Changelog (1 per team) & Focus Test Summary Due (1 per team) Project 4: Team formation, start changelog, appoint producer or scrummaster. | Sprint Retrospectives, Appreciations, and Recap (00:20:37) | |
13 |
Agon and Alea Finalize Teams | Gamefeel - Decision and Fate (00:48:01) | |
14 |
Rapid Iterative Prototyping Project 4 High Level Design Document or "Back of Box Copy" vision statement due (1 per team) | Rapid, Iterative Prototyping Best Practices (00:53:23) | |
15 |
Usability and Project 4 Presentations Current Product Backlog & Sprint Tasklist due (1 each per team) Two Minute Presentation: Paper Prototype, Digital Prototype, or Design Guide Design Guides, if used, must be turned in. Current Sprint Tasklist due (1 per team) | Usability (00:46:04) | |
16 | Game Design Fundamentals Guest Lecture by Seth Sivak, CEO, Proletariat Inc. | Game Design Fundamentals (01:29:20) | |
17 |
Sprint Tasklists Current Sprint Tasklist due (1 per team) | Audio not available | |
18 | UI and Polish | Audio not available | |
19 |
Cutting Features Current Sprint Tasklist & Product Backlog due (1 each per team) Present current build to class – 2 minutes | Cutting Features (00:20:40) | |
20 |
Process Current Sprint Tasklist due (1 per team) | Process (00:50:44) | |
21 | Audio and Audio Contracting Guest Lecture by Richard Gould, Lead Sound Designer, and Richard Ludlow, Creative Director, Hexany Audio | Audio not available | |
22 | Story in Games | Story in Games (01:02:26) | |
23 | The Indie Industry Guest Lecture by Ichiro Lambe, Founder and President, and Rohit Shenoy, Director of Business Development, Dejobaan Games | Gworek, Jonathan D. ![]() | The Indie Industry (01:02:10) |
24 |
Mechanics and Narrative Current Sprint Tasklist due (1 per team) Run at least 2 Independent Focus Tests: Using either a Paper Prototype (first focus test only) or a running version of your game, conduct focus tests outside of class, gather data from your testers (at least 4), and use the data gathered to improve your game. Create a Focus Test Summary (PDF) for each focus test, & turn in at the end of the project. | Audio not available | |
25 | Choosing Mechanics | Choosing Mechanics (01:04:08) | |
26 |
Final Postmortems Project 4 Due Group Presentation & Game Demonstration – 20 minutes Digital Game Prototype Due (1 per team) Individual Postmortems Due (1 per person) Design Changelog (1 per team) & Focus Test Summaries Due (at least 2 per team) | Audio not available |