DGMD E-70: GAME DESIGN
"The worst thing a kid can say about homework is that it is too hard. The worst thing a kid can say about a game is it's too easy." -- Henry Jenkins |
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"Usually, the best ideas come from having to fix a really hard problem." --Jesse Schell "The great challenge for us today... is to integrate games more closely into our everyday lives, and to embrace them as a platform for collaborating on our most important [personal and] planetary efforts." --Jane McGonigal "What part of my game is fun? Why? What would make it more fun?" --Jesse Schell Platform Party Panic |
Submit all assignments digitally on our Ed Discussion (accessed through the course Canvas site) Please email us with questions as soon as they arise! Spring 2023, Jan 26- May 11. Thursdays, 7-10:10pm (Includes 1 hour review lab 7-8pm) This course introduces students to the dynamic field of Game Design and Development. Games are an enormously effective tool to motivate problem solving, inspire community interactions, and improve personal well-being. Art and Audio in games must support the gameplay. This course uses paper prototyping and game industry digital tools to explore the creation of meaningful play experiences with the goal of understanding the game development process. NOTE #2: Email the teacher and TA quickly and often, so we can help you find resources for solutions! NOTE #3: Every software production team needs to regularly assess what features are critical and what can be cut to meet production deadlines. Always work on the highest priority items and bravely cut features. |
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WEEKLY BREAKDOWN: "TABLETOP" GAMES: 01 | 02 | 03 BRANCHING NARRATIVES: 04 | 05 | 06 | 07 SOLO LEVEL DESIGN WEEK: 08 FINAL PROJECTS: 08 | 09 | 10 | 11 | 12 | 13 | 14 | Final Required Materials / Docs | Projects Breakdown | Online | Past Projects |
Here are our 3 Main Unity Games Tutorials:
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Weekly Materials appear below. Press the header to expand: |
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[March 16 is Spring Break (optional class 8 live recording lab), Teacher away March 23 for GDC-- please watch the week8 recording!] |
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Schedule subject to change per class needs. Please coordinate with teammates AND instructor if you will be absent to confirm assignments. |
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REQUIRED DOCUMENTS: DESIGN DOCUMENTS: Weeks 1-4, 9: Instructions PERSONAL REPORTS: Weeks 5-6, 10-14: PPR Instructions PPR Template PLAYTEST REPORT: Week 13: Observe at least one new player trying your game. Consider revisions for clarity and to encourage desired behavior. Instructions | example questions GRADUATE STUDENTS: Week 15: Submit a 2-4 page paper about an area of Game Design that interests you, ideally a technical explanation of an area of your final game you researched and implemented for your team. NETWORKING EVENTS:
TABLETOP GAMES:
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MORE GAME DESIGN LEARNING RESOURCES AND MEDIA: | ||||||||||||||||
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Celebrations of developers and Gaming culture:
GAME STORYTELLING: Read Lost Pig Learn about IF on Zarf's Page 3 Articles: Explainer | Choice of Games | Branching Narrative Finally, try TWINE: Learn and Create! Rise of the Videogame Zinesters by Anna Anthropy |
Projects
There are three smaller paper game projects and a final digital game prototype. For each smaller game you will form a new team for two weeks.
Final Project: Digital Action Game Prototype For the final project you will work with a final team for six weeks, starting week 9. Together you will design and create a prototype of a digital game using the Unity game engine (Note: all listed dates subject to change).
SOLO WORK: TUTORIALS There are six required tutorials to support your tech learnign in this course. For each, please submit screenshots showing completion, all in a single Classwork thread on the course forum.
SOLO WORK: PPRS Describe your contribution to the team game this week. Include screenshots.
SOLO WORK: FINAL PROJECT LEVEL DESIGN Each student is expected to design and implement at least one level for the game. Tilemap spritehseets can be shared among levels, but every students should contribute to the spritesheets.
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TEAMWORK All students are expected to enter into teamwork in good faith, with every intention of communicating with teammates daily, attending all classes and at least one out-of-class team meeting a week, and submitting significant progress to the team project every week. The Peer Evaluations help to support this expectation. Please listen to each other, be kind, and communicate problems to the teacher for help. Critiques This course includes in-class and emailed feedback. In-class feedback is on playable prototypes after in-class playtesting. Emailed feedback will occur after more in-depth playtesting outside of class. Projects are evaluated for the following:
All games before week 7 are simply pass-fail; make the game (as fun as you can) with all of your team's participation and you get full credit. Grading 30% - Course Participation (attendance, in-class work, and professional manner. Particpation in team meetings outside of class. Participation in at least 3 labs and attendance at one or more Games Industry event) 20% - Weekly Homeworks (team and individual submissions, including PPRs. You are expected to contribute assets to your team games EVERY week). 20% - Peer Evaluations (weeks 12 and at Final Presentations) 30% - Final Game Presentations (A final Unity Game Prototype and related marketing materials at end of term are required to complete the course). DOCUMENT SUBMISSION Please post all digital assignments using the COURSE FORUM (starting week #2, email the teacher for an invitation) along with printed copies to be handed in during class (paper prototypes). This includes Design Documents, Personal Project Reports, Industry Event Write-up, and any other assignment EXCEPT for Peer Evaluation. |
ONLINE CLASS LINK A Zoom link has ben emailed to all students enrolled inthe course. Each week we will use this same link for both classes. Please Note: Classes on Zoom will consist of small group discussions, full class discussions, some lecture, and design exercises. There will be two breaks each class. When not on break, you are asked to be at a laptop, desktop, phone, or tablet with your cameras on, if at all possible. Please allow your focus to be on the class in progress by closing email, social media, entertainment, or other classes. Of course, there can be good reasons not to be on camera. If this is the case for you, you don’t need to say anything at the time, and the teacher will not call you out about it; it’s fine for this to happen occasionally. In those cases, please have a photo of yourself (or a drawing) for your icon in Zoom. VIRTUAL BACKGROUNDS: Using a virtual background is fine. I recommend the Studio Ghibli collection Subtly animated backgrounds are fine as well. Please avoid dramatically animated backgrounds that could be a distraction. Naturally, please choose visuals appropriate to a professional artistic setting (this may seem obvious to many of you, but I have had some unfortunate surprises show up in classes this Summer). Please be on mute when you are not speaking, so background noises do not disrupt the audio. Relevant questions, statements, links, etc. can also be typed in the chat. Please contribute to the class discussions in a professional manner. Please frame feedback positively and constructively, be mindful to not insult others, and do your best to avoid exclusionary language. |
TAKE YOUR GAMES FURTHER AFTER THE COURSE IS DONE! Learn about Game Industry job opportunties: GrackleHQ.com |
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Some of the projects created in this course each term could be continued and shown to the public at festivals. Showing your game at a festival can be a rewarding experience! Learning to speak about your creation with others can be enormously valuable, and watching strangers enjoy your creation is very exciting. Not every project should be continued, and your teachers are ultimately not the ones to decide this for you. If you are passionate about your project, consider continuing it. That said, if your teachers find the gamplay and immersive design particularly unique and compelling, we hope you will consider taking it further! How to submit to contests, festivals, and publishers! Most require a pitch video that succinctly and appealingly communicates the key mechanics and story premise of your game TABLETOP GAMES: Register with Board Game Geek, and search the forums for festivals and contests like GenCon (Indiana), PAX UNplugged (Philadelphia), and Spiel Essen (Germany). Board Game Geek's Big List of Tabletop Conferences. When your game has been thoroughly tested, consider submitting it to publishers (pitch, sell sheet, rulebook, prototype). See advice from Cardboard Edison, the BGDF, and these Facebook forums 1 | 2 | 3. |
Boston Festival of Indie Games: ("BFIG" apply March/April, event in Sept). Apply to Tabletop or Digital! Connecticut Festival of Indie Games: (CT FIG) Apply in the spring to Tabletop or Digital, event is usually in the summer. Penny Arcade Expo East ("PAX East"): Spring. Submit to Showcase. Tickets sell out quickly in November, but are always available mornings in front of the conference from those who over-purchased. Also submit your game to the Made in MA party and showcase the night before PAX, hosted by MassDigi Consider applying to Indie Megabooth for more affordable tables and supportive community at larger conferences. Games for Change: Serious games conference-- educational games and games for societal impact. Submissions due in March or early April, event is June or July. IndieCade: Celebrates independent games from around the globe. Submissions duelate April / May, event is Sept-Oct. Independent Game Festivat (IGF): big indie games contest. Apply in Sept, winners announced at Game Developers Conference in SF in March. Others to consider: The student compention in GDWC SAAM ARCADE: Gaming competition through the Smithsonian. SXSW Gaming Festival: Gaming expo in a popular arts fest. There are so many festivals and contests for indie games, and many new ones are created each year; look for events that are good fits for YOUR game! |
FINAL PROJECTS FROM PAST SEMESTERS OF HARVARD GAME DESIGN: |
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SPRING 2023
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SPRING 2022
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FALL 2018
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FALL 2017
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FALL 2016
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FALL 2015
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