Up Course Introduction Course Project Info Game Maker Syllabus Your Current Grade Extra Credit Ideas 1: Intro, Analog 2: Core, FPS, Demo 3: Analog Final 4: Mass Mkt; GM 1-3 5: Motivation; GM 4, 5 6: Rules; GM 6, 7 7: Feedback; GM 8 8: Interface; GM 9 9: Concept Docs 10: Beta Testing 11: Final Projects

Game Prototyping

Week 2: Prototyping Comparison; Iterative Process; Core Mechanics; FPS and RTS games; Instant Prototyping Demo

This lesson begins with a brief review of analog game prototyping and compares it to digital game prototyping (which we will be doing in class beginning on Week 4) and 'technology demonstrations.' The process of iterative game design will be explained and a game's 'core mechanics' clearly identified.

In-class labs include creating an analog game prototype of a first-person shooter (FPS) with the class as a whole, and then we'll break up into teams and compete for extra credit points to see which group can devise the best real-time strategy (RTS) game in the brief time allotted.

Also this week, your instructor sweats out a complete, live, follow-along demonstration creating a game prototype right before your very eyes and supported by lecture material from your Review Sheet. From research to refinement, you will behold the process and be able to ask questions before repeating this adventure yourself (twice, in fact: once for this week's homework, and again in class next week as your midterm exam). Be sure to attend class this week and next; much of your midterm success depends on it!

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

Homework: Week 2

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!

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.


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."

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.

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!

Bibliography: General Course References

Game Career Info. Bibliography Game Biz Quotes Game Making Tools Design Glossary Producer Glossary Top 10 Reasons Editorial Latin Practical Latin Practical Yiddish Where I get Games Emrich Home Page