GDD2-2018

Schedule (for all)

Main topics for 2018: AI, Game Data Analysis, VR, Puzzle Design Topics are subject to change.

  • Fri 16/03, 11:00, HSi11: Week 0: Introduction, Course Overview
  • Fri 13/04, 11:00, HSi11: Week 1: Game Design Overview, Special Devices, VR Game Design, Photogrammetry, Diversity,
  • + Announcement Home Assignment 1
  • Fri 24/04, 11:00, HSi11: Week 2: Story, Character, Balancing, Narrative Scripting, Puzzles, Gamification, Get Published, Diversity
  • Fri 04/05, 11:00, HSi11: Week 3: PCG, AI, Game Data Analysis
  • + Hand-in Individual Home Assignment 1
  • Fri 11/05. 11:00, HSi11: Week 4: Performance Tweaking (VR!)
  • + send first prototype (extended)
  • Fri 18/05, 11:00, HSi11: Week 5: Security in Gaming, Fighting Cheaters and Pirates
  • + Announcement Home Assignment 2
  • + Send test-feedback (extended)
  • Fri 08/06, 11:00 HSi11:  Week 6: Data Management (Unity)
  • + Hand-in Individual Home Assignment 2
  • + Announcement Home Assignment 3
  • Fri 29/06 Hand- in Individual Assignment 3 (extended)
  • Final Presentations and Exhibition @Game Dev Days (Alternative Deadline, 09/06)   

 

Slides

Individual Assignments:

  • Assignment 1:
  •  assignment 1 gdd2 2018 - Deadline: 04.05.2018 23:59
  • Send to jpirker@iicm.edu & philipp.gosch@student.tugraz.at with subject “[GDD2] Individual Assignment”

 

 

Group Assignments:

  • Send registration to jpirker@iicm.edu & philipp.gosch@student.tugraz.at with subject “[GDD2] Registration” Deadline: 28/03 23:59
  • first prototype deadline: 04/05 (to the lecture) – extended to 11/05!
  • send test feedback deadline: 11/05 (23:59) – extended to 18/05!

Grading:

  • 10P Assignment 1
  • 10P Assignment 2
  • 20P Assignment 3

 

  • Group Assignments:
  • 60P: (Game with Special Devices & AI + QA Feedback + Design Document + Video + Presentation & Exhibition)

Grading system:

  • 100 – 90 P: very good
  • 89 – 78 P:  good
  • 77 – 66 P: satisfactory
  • 65 – 51 P: sufficient
  • < 51P: fail

 Group Feedback

Every group tests the prototype of another group and provides feedback (in form of a report file, see below) to the other group as well as Johanna & Phil.

The arrangement of group testing is as follows:

  • Group 0 (zero) tests the game of group 1.
  • Group 1 tests the game of group 2.
  • etc

QA Strategy

Some instructions/tips for your testing sessions. You should test (1) the experience, (2) the usability, and (3) QA (alias bugs). 

1. Game Design (Player Experience)

  • Fun fun fun?
  • Confused/bored/frustrated..?
  • Design good?
  • Idea clear?
  • Mechanics?
  • Level too long/short…
  • Do you understand the game?

2. Usability

  • Interface etc intuitive and easy to use?

3. Quality Assurance (Severe Bugs)

  • Bugs, bugs, bugs


Provide a small report (.txt file, or excel sheet) with a list of issues you’ve found: 
number + type of issue (number 1-3) + description of issue + severity of this issue (1 EXTREMELY BAD – 3 NICE TO HAVE) + tips for improvement, 
which you should send by Fri 26th (11:59 AM) to the group you’ve tested + jpirker@iicm.edu + philipp.gosch@student.tugraz.at 

e.g. 
#4-1-the game controls are not clear-1-explain the controls in the start screen 
#5-3-the game crashed when driving 100 times into the tree-1-fix the bug 


Not part of the lecture butvery helpful and recommended Blender 3D course by Thomas Brunner: Blender4Engineers



 

Books Recommendations for this course 

This is my personal recommendation for an reading list. And also a list of books I use for the lecture.


*** Jane McGonigal – Reality is Broken One of my favourite books. Jane McGonigal gives some inspirations and ideas of how to use games in different contexts. Reads like a novel and avoids theoretical aspects. *** Jesse Schell – The Art of Game Design This is the book I am using a lot for my lecture. Very good summary of the most important design aspects from different points of view (technical aspects, player psychology, all different design things).
*** Scott Rogers – Level Up (2nd Edition) Also a very good design on game design. I’ve especially enjoyed the bonus chapters with inspirational lists for environments, game mechanics, and different templates as inspirational resource for your games. ** Jeremy Gibson – Introduction to Game Design, Prototyping, and Development This book gives also a very nice introduction on game design techniques, but in a more practical manner. The main part of this book is a unity and C# tutorial.
** Raph Koster – A Theory of Fun I simple love the style of this book. It has comics and sketches ;) * Flow – Mihaly Csikszentmihalyi Wonderful book (THE book) about the flow experience with neat examples from all different fields.
* Katie Salen & Eric Zimmerman – Rules of Play Very interesting book on game design with a lot of practical examples.

Note: Amazon credit me a small referal amount, should you purchase a book after following these links.