Thom 's Principles of Game Design Workshop


Games are fun to play. Maybe the only thing more fun than playing a game is designing a game. Game design is hard fun; it takes years to truly build a game. It takes a team of talented designers in many areas such as art, sound and music, interactive script writing, usability engineers, highly creative programming and business folks to 'play a game into existence' as a team. But, all games begin with a simple idea, which drives and focuses the teams' energy toward a common, understandable goal. All media, whether a game or a novel or an opera or film or television begins with the idea. Finding this idea is not always easy. Developing the idea is never easy. This is where the hard fun comes in. Is the game a first person shooter? Is it an adventure game? Is it a puzzle game? Is it a role-playing game? Does it completely bend genres? What is the heartbeat of the game? What audience are we aiming at? Are we designing a game for a console? For a PC? For the web? Is the game episodic? What do the levels look like? How many levels are there? Who are our characters? What is their motivation? How are our characters related to other characters? To the player? Where does the game take place? What is in the place? How does the game player interact with the game space? What technology will we use? Will we use an engine? Will we build our own? Who does what and when; what is our timeline; what are our milestones? How are we going to get this funded?

This class will be a boot camp for game design where we get into shape, get our training down and get going on design. This is a class where you will come up with ideas and you will work as a team to complete a design document which can be taken to a variety of next levels such as programming, 3D modeling and sound design. We will look at a lot of games? We will play some of them? We will understand how and why they work well or really don't work at all but most of all we will have a lot of very hard fun.

So what do you think? Are you game?

     --Thom

 
 MONDAY
TUESDAY
WEDNESDAY
THURSDAY
FRIDAY
Parking Shark
8:00 AM
 
8:30AM Review & Questions Review & Questions Review & Questions Review & Questions
9:00AM What is a game? What makes it good, and/or successful?

Running the IDEAS activity: finding the gold in the mud

Running the IDEAS activity: finding the gold in the mud Team presentations: what has been accomplished, what has to be accomplished, who does what. Team presentations: what has been accomplished, what has to be accomplished, who does what.
9:30AM
10:15AM
BREAK
10:30AM

Flash as a prototyping tool:

  • drawing
  • animation

Game deliver: console, platform or PC

Game engines: how they work:


Finding 4 good ideas and forming teams
Audience, play testing, usability and on-going evaluation
Continue working toward final presentation
11:00AM
11:30AM
Noon LUNCH LUNCH LUNCH & SPECIAL EVENT LUNCH LUNCH
1:00PM

Flash as a prototyping tool:

  • scenes
  • actionscripting
 

The art of level design: writing for games

SketchUp.com, very fast 3D modeling for level design

Story & play development
Research: source visuals, source sounds, background information interactivity
Develop an evaluation and feedback plan which monitors play and usability through out the design process. Continue working toward final presentation.
1:30PM
2:00PM
2:30PM
3:00PM
BREAK
3:15PM Great Design Doc
Homework: 5 50 word concept ideas; each idea on a single white index card; no names on the index card. Due first thing in the morning
Music & sound for emotional design
 
Rapid prototyping real fast: Flash, the web, story boarding, scenario design
 
Playing a game into existence: improvisation and designing paper board game to test
 
Homework: 5 50 word concept ideas; each idea on a single white index card; no names on the index card. Due first thing in the morning
Students present games they thing are really cool and explain why they have cool design
 
Begin rapid prototyping of team ideas
Continue working on design document and rapid prototyping for final presentation Final public presentation of the design concept and rapid prototype.
4:00PM
4:30PM

books

  • This Is Not a Game: A Guide to Alternate Reality Gaming (2nd Digital Edition) by Dave Szulborski
  • Everything Bad Is Good for You: How Today's Popular Culture Is Actually Making Us Smarter by Steven Johnson
  • Interactive Storytelling Techniques for the 21st Century Fiction
    by Andrew Glassner
  • Entertainment-Education and Social Change: History, Research, and Practice (Lea's Communication Series) by Arvind Singhal (Editor), Michael J. Cody (Editor), Everett M. Rogers (Editor), Miguel Sabido (Editor)
  • Entertainment Education: A Communication Strategy for Social Change (LEA's Communication Series) by Arvind Singhal
  • Learning just for the fun of it: the case for video games.(What Video Games Have to Teach Us About Learning and Literacy)(Book Review) : An article fr ... pers: Explorations into Children's Literature [HTML] by Cal Durrant
  • What Video Games Have to Teach Us About Learning and Literacy by James Paul Gee
  • Ultimate Game Design -> Building Game Worls by Tom Meigs
  • Utopian Entrepreneur by Brenda Laura
  • Maus, a survivor's tale by Art Spiegalman
  • Miss Spider's Tea Party by David Kirk
  • Prima's Official Strategy Guide, Alias

digital storytelling


interactive storytelling


games & interactive stuff


conferences


Bios

Casual Games

Serious Games

MMO

Larps

ARGS

Design

Board games

Play

Tools

Art

Story

Music

Misc

The team: Troy Whittington, Jill Burkart, Sheilagh O'Hare, Jason Stansell, Maggie Meyers, Brian Beal, Alex Wallisch,
Eric Zumalt, Chris Smith, Chris Ferguson, Shannon Cusick, Joe Garcia, Jerry Garcia, Jacob Sloan, Ross Henderson,
Jason Deaver, Michael Anderson, Paul Toprac, Willie Adams, Joel Floyd.
Very serious Dance, Dance Revolution research by Alex Wallisch, Joel Floyd, Willie Adams and Sheilagh O'Hare.
Findings to be published shortly in the Journal of Really Silly Stuff.
©2004, Thom Gillespie   ||  Document location: http://wwww.mediajazz.com/dmedia/