Final Assignment: Art Game Posters — Heather Kelley

So, here’s a bit more details about the posters for your final assignment.

The final deliverable for each team is the game itself AND two presentation posters (minimum size 18×24 each) which will accompany it at the exhibit on Tuesday. The posters should show your process (using your documentation such as photos, video stills, sketches, image revisions, views of the software, text, inspirations, reference, etc). The posters do NOT need to be digitally printed. You may use collage technique if you prefer.

I suggest you describe your personal interest in the subject matter of the work, and the give context for its creation. It does not need to describe the game itself.

Each student is responsible for their own poster; so, each project will be accompanied by two such posters. Content on each may (in fact SHOULD) differ, depending on the role you individually played on the project. But there could be some shared content as well. The idea is that this represents why and how you did what you did in the final game.

Final project tech specs? — Heather Kelley

I need one person from each team to email me the technical requirements (hardware and software) for their project, so that we can make sure we have what we need on the 6th. Please give a full list of what’s needed to run your game, and indicate which items you will provide.

As a reminder, the group show is on Tuesday May 6th in Maggie Mo 203. Setup starts at 1pm and show starts at 4pm.

Date change to iMobile playtest — Heather Kelley

The iMobile playtest has been rescheduled; it will be run at the end of class on April 29.

One clarification — Heather Kelley

You are not required to be in the cluster this Thursday morning. I want you to take care of the playtesting assignment in whatever manner is ideal for your project, and of course, make any changes needed to your project based on the playtest results!

I’ll be out of town on Thursday, so I will see you on Tuesday to hear about your results. No formal presentation will be necessary. I’ll come around and talk to each group individually while you are doing final touches and polishing on your projects. The iMobile playtest will happen on Tuesday at 11:00.

In-class presentation of final projects is on Thursday the 1st. This should basically be the version ready to show at the event on the 6th. You’ll need to reserve some work time between the 1st and 6th to create your accompanying poster documents.

Questions? You know where to find me.

Final Project Playtests on Thursday — Heather Kelley

As I mentioned in class last week, this Thursday will be devoted to your own playtests of your work in progress game project. This playtest needs to be with your target audience, and with people who don’t already know your project (no fellow POG students.) Of course, for work like this your target audience could be pretty wide, but if you have any restrictions such as “students at CMU” or players of a certain minimum cognitive level, that’s what I mean here.

These playtests do not need to take place in the cluster.

You need to document these tests as thoroughly as possible to capture the feedback that will help you hone your project (could include photo, video, audio, questionnaire, etc). Keep in mind that you can use this documentation for your presentation posters that accompany your project for the final show.

That’s all, see you in class tomorrow. PLEASE be on time to this one, as I will have only very limited time in the classroom, and want to start meeting with teams immediately at 8:30.

Special Playtest April 24 — Heather Kelley

On April 24, we’ll have visitors from the iMobile team of the ETC. You remember that project - Rich came to show us their paper prototypes. Well now they’ve got the games running on the iPhone, and want your help playtesting them. So at the end of class we will conduct playtests of their new social iPhone game. You are also invited to stay after class to continue the playtesting session. Should be cool!
iphonetestflyer.png

Links from class — Heather Kelley

Here’s the stuff we looked at in class:

Cactus Software - One Norwegian guy making a ton of games

The latest themed issue of The Escapist is covering something we talked about in discussion - Games that achieve critical success for their artistry, but (possibly) don’t achieve the sales figures to pay for themselves.

The Escapist: Critical Success, Commercial Flop

And next week we’ll take a quick look at these two which came up in discussion:

Facade

Puzzle Pirates

Discussion assignment: Game Designer’s Rant — Heather Kelley

For your next discussion assignment I have a special treat. On Blackboard you will find the audio and slides/video from the Game Developer’s Rant at GDC last week. Do NOT distribute these files outside of class, thanks. (copyright issues)

The “Rant” session has been a GDC tradition for about 3 or 4 years, and gives a panel of developers a chance to speak their minds. What I want y’all to do is go listen to this audio recording, and watch the slideshows that go with them. In order they are:

* Clint Hocking, Creative Director, Ubisoft Montreal (clicknothing.typepad.com)
* Jon Mak, award-winning indie developer (EverydayShooter.com)
* Jane McGonigal, ARG designer (avantgame.com)
* Chris Hecker, outspoken designer/programmer (http://chrishecker.com)
* Jenova Chen, award winning indie developer (thatgamecompany.com)
* Daniel James, Three Rings, (Puzzlepirates.com)

Mak’s rant is represented by a short video excerpt, which should give you an idea of how things went. I didn’t get slides for Hecker’s or James’s rants, but the audio should suffice for both of those.

For your Discussion Question, I want YOU, as game players and now game designers, to write your own rant. What’s wrong (or right) with games? What do you want to see, but never do? What SHOULD games be doing, especially “art games”? What pisses you off? What needs to change? What gives you hope?

Assignment is due before start of class on Tuesday.

About The Marriage — Heather Kelley

Here’s a few links if you’re interested in learning more about The Marriage, or its creator Rod Humble.

Rod Humble’s The Marriage

Game Rules as Art

Sims Carnival
Sims Carnival is Rod’s new initiative at EA - a MySims-themed game sharing and creation portal, with easy-to-use game-making tools built into it. Sign up for the beta and help seed the “Art Games” channel!

Playable game assignment 3 - relationships — Heather Kelley

Create a playable prototype (NOT a complete game) in Processing that uses core gameplay to express some aspect or moment of an interpersonal relationship you have (or had). Could be:
- boyfriend/girlfriend
- parents
- grandparent
- brother/sister
- friendship
- employer
- co-worker
- teacher
- classmate
- pet
- other?

* The prototype needs to demonstrate this relationship as its Aesthetic, which must be strongly supported by the Mechanics and Dynamics.
* Use screen resolution 640×480
* No HUD
* No score
* No text
* Core gameplay should be thoroughly playable (all major elements of it could be experienced) in under five minutes; however there is no requirement to enforce a time limitation on the play session.
* This is an individual assignment. If you need technical assistance with your prototype, consult with your classmates. Lee is also available for advice.

Spring 2008 — 60-424