Up Course Introduction Course Project Info Syllabus Your Current Grade Extra Credit Ideas 1: History 2: Intro. Char. 3: Robust Char. 4: Exam; Explain 5: Story I; Plot 6: Story II; Docs 7: Tools; Critiques 8: Prototype Game 9: Catagories 10: Episodic 11: Final Project

Conceptual Storytelling

Week 8: Prototyping a Game from The Hobbit, Chapter 17: The Clouds Burst (The Battle of Five Armies)

After the second course exam is completed and the Story Treatment / Concept Documents handed in, this class session will be devoted to actually making a game (in groups), designing the characters for it, and prototyping out a concept. This is where education meets application and a working model of real entertainment based on The Battle of Five Armies (from Chapter 17 in The Hobbit, so be sure to read it carefully) is created and evaluated in class.

The instructor will provide lessons in basic game prototyping to add to the present course knowledgebase on storytelling, and provide the components and guidance necessary to build a working manual game prototype in class. These will be evaluated and compete for course extra credit points for the team members who created the best game.

The link below is the homework assignment due at the beginning of the next class session.

Homework: Week 8

Required Reading:

These links feature the supplemental material that you are responsible for knowing before the first exam (that takes place at the beginning of Week 4). Be sure to click on every link in this section!

None


Optional Reading:

These supplemental links are worth pursuing only if you wish to really learn the subject matter of game design in the broadest possible sense. This material will not be directly included in the exams, but if you're serious about being a game designer and delving deeply into the subject of game design art, craft, and science, here's some more lessons from others who have also "been there."

Article: The 10 Benefits of Prototyping by Ed Nanale & Michael Wyman

This is a great story of game prototyping meeting the game project for Star Wars Pit Droids, a great puzzle game! This one used a Java application and, well... you should just read it!

Article: The Paper Chase: Saving Money via Paper Prototyping by John Henderson

Giles Schildt, recently departed as director of game development at Austin-based Steve Jackson Games, publisher of games and rulesets such as GURPS and Munchkin, took the podium at Austin Community College to explain why prototyping is important and how it can be done using basic, low-tech, old-school methods.

Article: Prototype Readings by various game design teams

These brief "post mortems" of various games address the issue of game prototyping in regards to what worked (or didn't) in the game development process. This is essential reading to help you assess the value of game prototyping as it applies to today's computer and video games.

Article: Project Prototyping Game Developer Conference archives

This discussion summary is also a good lesson summary for this week. This overview indicates some surprise that prototyping is a concept that is unfamiliar to so many in the game industry.

Article: The Siren Song of the Paper Cutter: Tips and Ticks from the Trenches of Paper Prototyping by Tyler Sigman

This article is meant to be a small collection of learned experiences from the paper prototyping process; it's a mix of tips, advice, and also a modicum of philosophy regarding the benefits of paper prototyping to assist with digital game design.

Short, Inspiring Article: Build a Game in Seven Days by Dave 'Fargo' Kosak

This will help you muddle through your homework assignment this week and underscore the point of these first four weeks of class.

Bibliography: General Course References


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