7. Why Game Design Improv?
• Bringing non-digital
non digital
game prototyping to the
masses and classes
• Exploring key design
principles
• Creativing designers
that are flexible and
Some see junk. Others see Katamari
junk Katamari.
innovative
i i
• Great icebreaker
8. Some housekeeping…
housekeeping
• Complete several
non-digital
challenges
• Give you 20
examples you can
use in the classroom
when you return
9. Today s
Today’s Plan
• Challenge #1 – Design from IP
• Challenge #2 – A message from the publisher
Break
• Challenge #3 – “…But make it multiplayer!”
• Challenge #4 – Civil War Battle
• Challenge #5 – The Iron Designer Challenge
12. Starting Points
• Starting with Gameplay
g py
– Sequels
• Starting with Technology
– Fi t P
First-Person Shooters
Sh t
• Starting with Story
– Adventure Ga es, Books
d e tu e Games, oo s
• Starting with IP
– TV Shows, Personalities, Movies
• Starting with a Clean Slate
– ??
13. Starting Points:
Starting with Gameplay
• Preserve gameplay
style
• Add new features
• Improve existing
features
14. Starting Points:
Starting with Technology
• Crafted
gameplay/story
around the
technology
• Often dictates genre
• Platform choice
affects gameplay
15. Starting Points:
Starting with Story
• Designed around the
story
• Adapt technology to
p gy
needs of story
16. Know Your Constraints
• Genre/Type
yp
• Rating
• Audience
• Budget
Bd
• Platform
• Tone/Style
• The “Incidentals”
• Engine
ge
• Release date
• Skill Set Limitations
18. What is “IP”?
IP ?
• IP = intellectual
property
– WWE
– MTV
– TV Show Heroes
– Halo
19. Starting With IP
• Designed around
strengths of IP
•D i
Designed t
d to
target IP’s target
market
• IP often dictates
genre
20. Group Exercise #1
• Need 12 IPs
– Six that are good
– Six that are very, very bad
y y
• Roll d6 to determine column you’re in and
which IP you g
y get
• Break into teams
• ETA: 30 mins
• Present idea and discuss challenges
21. Group Exercise #1
• Core of the game
• 3 or 4 features
• Define
D fi avatar or character
t h t
• Platform
• Estimate budget
• Estimate release date
31. Hints
• How do players interact with the game?
• How do players interact with each other?
•HHow can players h l each other
l help h th
(cooperation)?
• How can players hurt each other
(competition)?
32. Requirements
• Multiplayer (2 to 8 players over LAN)
• Can be individuals or teams (your choice)
• Competitive: one player ( t
C titi l (or team) wins
)i
• You can add a narrative/theme
• ETA: 30 mins
• Ready, set,
Ready set go!
35. The Challenge
• Create a board game to simulate and
resolve a real battle from the Civil War.
• Difficulty: Victory condition cannot be
“control enough territory” (Axis & Allies) or
“destroy all enemy units” (Risk)
destroy units (Risk).
• Hint: what is the object of the game? How
do l
d players achieve th t goal?
hi that l?
40. Contacts
Brenda Brathwaite bbrathwa@scad.edu
@bbrathwaite
Ian S h ib
I Schreiber ischreib@scad.edu
i h ib@ dd
Charles Shami cshami@scad.edu
@cshami
www.appliedgamedesign.com
www appliedgamedesign com
www.scad.edu