Up Course Introduction Course Project Info Game Maker Syllabus Your Current Grade Extra Credit Ideas 1: Preview; GM 10 2: GM 11 3: Balancing; GM 12 4: Prog. 101; GM13 5: Exam; GM 14 6: Game & Pitch 7: Design Docs 1 8: Design Docs 2 9: Develop; Alpha 10: Playtest; Beta 11: Course Project

 

Advanced Game Prototyping

Graded Course Project Game Information

Using Game Maker, your task is to devise your own game prototype. You can build this game completely from scratch, or start from an existing Game Maker game and mod the heck out of it until it 'becomes' your original game. At the final class meeting, every student will be given a grade sheet to use to evaluate every other student. Then, in random order, you will go up to the instructor's computer and 'demo' your game. In this dog-and-pony show you need to demonstrate what's cool about the game, and maybe even show how you did some of the interesting bits by opening up its guts in Game Maker.

There will be time for building, playtesting and revising your game in class during Weeks 6 through 10, but you will also have to write a Concept Document, Project Plan, and Game Design Document for you work.


Sample Project Games

These sample Game Maker Course Project games scored well in Game Prototyping. Feel free to download them and try them out. They demonstrate the type of game, graphic, interface, and audio design that can be achieved by students in this class:

The Rift: Matt Rose creates a an Asteroids-style game with fantastic panache. (I bet you can't stop playing it!)
The Works: Ryan Rousseau offers up the most amazing color-matching variant on Missile Command.
Halo Platformer: Andrew Monroy built an awesome platformer with a Halo theme.
Hell's Graveyard: Ben Jaramillo's platformer offers players considerable challenge.
X-mas of Doom: Aaron Goodson presents the complete graphic look and storyline in this introductory level, side-scrolling snowball-thrower.
Super Diet: Jane Lo builds a frenetic platformer with a dietary theme.
Space Puzzle Platoon: Matt Coburn builds a Tetris type game, with some interesting twists.
Aces: Aerial Armageddon: Kevin Klosiewski gives players a screen between levels to spend victory points on upgrades and repairs in this 1945 game super-variant.
Here Comes the Horde: Brian Newland has turned the real-time game engine of Game Maker into a turn-based system with a very clever little strategy game!
Reactor: Asa Trujillo has given a wild Breakout style game with a lot of interesting twists.


There are Several Project Milestones

þ Inception Documents [up to 6 points for the corpus of the work]: Due in class during Week 6.


þ Pitch Presentation [up to 4 points for your "dog and pony show"]: Based on the above Inception Documents and given live in class during Week 6.


þ Concept Document [up to 5 points]: Due at the beginning of class during Week 7.

þ Project Plans [up to 10 total points]: Due in class each class to be reviewed one-on-one with the instructor, checked for current project progress, adjusted (if necessary), and graded during Weeks 7, 8 and 9.

þ Draft Game Design Document [up to 8 points]: Due at the beginning of class during Week 9.
 

þ Final Presentation Pitch [up to 5 points for your "dog and pony show"]: Given in class during Week 11.

þ Final Game Design Document [up to 17 points]: Due at the beginning of class during Week 11.
 

þ Turn in Completed Game [up to 40 points according to the grading rubric]: Due at the beginning of class during Week 11, this is the Gamma version of your project game.


What You’re Expected to Hand In

þ A printed or electronic .doc file with your your game's Design Document. Make sure it includes your name, phone number, and email address on a 'cover page,' along with the Game Title. After that cover page, it's all design doc information. Use the lessons that you've learned in this class during Weeks 7 and 8 about creating Design Documents and be sure to use the Case System format that you learned in Game Design class during Week 5 of that course.

Samples: Student Project Game Design Documents by various authors

This .zip file contains some excellent sample Game Design Documents created by students for their final projects. You would do well to emulate them.

þ A Complete Digital Game: this should be emailed to me such that it is time stamped when I receive it in my email box no later than 30 minutes from the end of class or, at worst, you can hand it in during class on a CD-ROM. In addition to your game's in-class evaluation during our final meeting, I may want to examine it further before determining your final grade.


Grading Criteria

 

Each game will be evaluated in the following categories for up to 40 points. The maximum number of points earned for each category is listed after that category's title.

Your instruction will be grading your Game Design Document as follows:

The Law of Documentation Temporality: Game Design Docs are written to be used on two different occasions - when first read/learned, when contacted again later/referenced. Therefore, rules must be: 1) written to be easily read / learned the first time through and then 2) easily referenced during the heat of battle. 

Judgment questions: What is the page length of the design doc (less is more)? How clear is it? How complete is it? Is it readable and well organized?

 

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