IAT 410: Advanced Game Design


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Peer Evaluation Form

Dues on Dec 4th by mid-night

  • playable Game (not final, but close to final)
  • 5-page document on the game, description of the game mechanics and concept, you can use MDA as your framework for decribing your game
  • What you learned through the process of creating the game and working with the engine, i.e. reflection on the process.
  • non-playable movie of the game (in AVI or other format, make sure to tell me what Codec is needed)
  • (not required) Permission to use the movie and screenshots in future 410 classes and website

Dues for final game

  • Polished Final Game (DEC 12th before Game Fest)
  • 1-page document on game what you found out during the game fest session (Dec 14th by 5:00p)
  • non-playable movie of the game (in AVI or other format, make sure to tell me what Codec is needed)
  • Tam Evaluation forms (will be distributed during Game Fest)

Presentations

  • Could be presented by PM or the entire group, you choose
  • You have only 7 minutes, we will keep timing
  • We will call on the group to present, so be prepared
  • We will use our own laptop unless you really need yours to show some videos or demos
  • We will use the presentations submitted 10/16
  • 2-3 minutes are allocated after your 7 minute presentation for Q&A and for us to critique your presentation, game, and testing prototcol we will also give you a grade at that time for presentation, game, and testing report (max: 15%)
  • Grading:
    • 5% on physical prototype: Quality of the game based on balance, mechanics, art, plus points for originality, and how well did the prototype mimic actual game
    • 5% on Presentation: is it clearly delivered, did it give sufficient details on game, testing protocol and what you learned, does it show progress, how well did the team handle questions
    • 5% on testing report: how many subjects, how well was the prototcol run, was it well planned and thought out, was there any obvious problems with the test protocol, did the team learn something.

Critiques

  • Critique each projects presented, not including your own
  • Rely on the presentation mainly or Q&A if you need to
  • Critique the actual game prototype in terms of its design: balance, model they use, art, mechanics, and originality, and how well the physical prototype mimics the game You can use the MDA framework or Tracy's first 6 chapters of the book (i.e. on the formal elements of games that we discussed in class) as a framework for doing this critique.
  • Grading: We will just check for completeness, did you critique all the games presented and did u use a framework for your critique.
  • Why is it worth 15%, because you have to come to class, take notes, and think about other people's games in terms of a framework we discussed in class, and write your thoughts up. It has nothing to do with length, you can do a 3-liner for each project or 3-pager for each project as long as it has the required material you get the grade.

Prototype 1 deliverables


Books

Tracey Fullerton, Chris Swain, and Steven Woffman. 2004. Game Design Workshop: Designing, Prototyping, and Playtesting. CMP Books.


URLs

MDA Framework
Game Engines Architecture: NetImmerse as a case study
Spore Pre-production through prototyping

Videos

Advanced Prototyping PPT and Audio
Interview with Damian Isla, AI lead for Halo 3

Papers


Competitions