Class Info
Spring 2018, 09/05-12/19
Tuesdays 6PM - 9PM
Room 102, Halligan Hall
161 College Avenue Medford
1.0 Credit
Instructor Info
Jason Wiser

Available for an hour after class and daily by email.
TAs Info
Rifat “Ralfi” Salhon
Lab hours: TBD
Camille-Louise Mbayo

Lab hours: TBD
Estimated Homework:
6+ Hours/week to pass. / COMP50 GAME DESIGN
“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
Description
Game Development provides a rich opportunity to learn about software development methodologies such as managing teamwork, project scope, and user experience. In this course students will learn to develop fun and meaningful interactive experiences using paper and digital prototyping, including the use of programming, art, and audio production software.
Learning Objective
Upon successful completion of this team-based course students will be able to use computer programs and both paper and computerproduction pipelines to bring a game from design and planning through production toa final playable product.

These learning objectives will be accomplished by: Weekly team projects in game design and production.In-class and at-hometeam design, planning,production, reading, research, writing, including individual and group work. Lecture Laboratory.

REQUIRED TEXTS: Hand-outs supplied by teacher and the following two books:

The Art of Game Design: A Book of Lenses by Jesse Schell(need for week1)

Reality is Broken by Jane McGonigal(need for week 2)

REQUIRED MATERIALS: Notetaking and Drawing (pens/pencils/pad). Portable Drive.

TECHNOLOGY PLATFORMS: Workstation Unity3D (free: download immediately!).

OTHER RECOMMENDED TECHNOLOGY:Auodesk Maya (free with tufts.edu email: students.autodesk.com), Adobe Photoshop (monthly cost), scanner, digital camera (smartphone acceptable), digital tablet, 3-button mouse.See room 122 for art software.

Grading Policy

30% - Class Participation (attendance, in-class work, and professional manner)

20% - Homeworks, due every class: team and individual submissions.

20% - Peer Evaluations (weeks 12 and at Final Presentations)

30% - Final Game Presentations: A finalUnity Game Prototype and related marketing materials at end of termare required to pass the course.

EXPECTATIONS:

WORK:

  1. Homework:Team and individual assignments are due every class. They are needed for the next lesson or homework, so finish early! Late work gets less credit: -20%/week. TIME MANAGEMENT: Work 1-3 hours EVERY DAY instead of 10 hours the day before due for better results. Much of the work this term is in teams, and you are all depending on each other to get work done early in the week so you can revise together and integrate into one weekly deliverable!Minimum homework hours per week: 6-12
  2. Attendance: Every class contains critical information. In case of emergency, email teacher, and make up material. As class participation counts for 30% of the grade, significant absences, tardiness, or leaving early will result in significant grade reduction, and in combination with poor/incomplete work can result in failing the course.
  3. SAVE FREQUENTLY! Do NOT open/save files directly from to a portable drive. Copy (move them) to/from the computer hard drive and open there, or risk corruption and slowdown. Please save a copy of all work online (dropbox.com, cubby, etc)
  4. GIT and Unity: GIT works great with Unity, as long as you follow a few specific rules. Most important: never merge Unity files. Only one person at a time should “own” the actual Unity file, and everyone else should make prefabs to send to that one “owner.”
  5. Note Taking: Bring a pad to class! Write down all concepts, tools, and procedures. Please ask teacher to further explain or repeat concepts during or after the class.
  6. PlagiarismStatement: Plagiarism can be defined as presenting someone else’s work as your own, in part or as a whole. Students found plagiarizing will be reported to Tufts. Please ask your instructor or academic director any questions.

LAB/CLASS:

  1. Students must treat one another with respect in their behavior and project content.
  2. Avoid Distractions: Please turn off all websites, turn off sound on all devices, and avoid using any media not directly related to course material.
  3. Help Each Other: You are encouraged to help each other both during and after class. Be careful to not talk when teacher is speaking. Credit those who give you support!

COMMUNICATION:

  1. Communication: Talk with the teacher! Going to be late or absent? Having trouble with a concept, or anything else interfering with your success in class? Ask for help! Teacher can be reached by email every day: or in person after class. Teacher typically responds to emails within 24 hours. Do not send large attachments.
  2. Accommodations:Your instructor is committed to ensuring the full participation of all students in this course. Students with a documented disability and, as a result, needing some accommodation to complete course requirements should inform the instructor at the beginning of the course.

GAME DESIGNPROJECTS EXPLANATION:

This course covers a software development cycle through design, prototyping, and earlyproduction and marketing. There is one main Final Project: A digital game prototype created in the free Unity engine. Content related to the theme of Games For Change is encouraged.The game can utilize 2D or 3D production and interface pipelines.

The first six weekswe willdesign multiple paper prototypes,employing different methods for approaching interactive design andtools for evaluating design strengths and weaknesses. Most work will be in small teams, rotating partners each week.

Week #7 we will choose our final projects and teams, and thenspend a weeks developingpre-production materials:Design Document, Production Backlog, Initial Schedule/ Roles, Initial Research and Prototype. For the remaining six weeksyou will be responsible for weekly builds and testing to meet these Development Milestones:

Due Week 9:Prototype Race: how much can you get done in one week? Greybox art.

Due Week 10: Revised Prototype Draft: Bug fixes, still Greybox art, scratch audio.

Due Week 11:Full Playable Prototype, to be evaluated for “User Clarity.” Revised art.

Due Week 12: Revised prototypes, to be evaluated for “Fun.” Revised art, audio

Due Week14:Prototype Complete: Multiple levels populated, bugs fixed, full art/audio.

Final Presentations: Playable Game and Marketing Materials: Trailer, Website, Press Release, icon.

RESEARCH EXPECTATIONS:Game Development is a large topic, and every game has unique challenges which will require you to solve problems and research solutions beyond the scope of this class. Fortunately, there is a LOT of help available:

Unity Tutorials:

Unity Manual:

Unity Forums: The Unity devcommunity loves to help!

Additionally, email your teacher every day with questions and attend lab hours. Your instructor TAswill announce lab hours in the first week of class, and will be taking attendance. You are expected to attend at least 2 lab sessions this term. Please contact the teacher if this presents a schedule conflict. Many of these labs will offer specific opportunities to advance your knowledge of the game engine and art programs!

ART/AUDIO EXPECTATIONS: This course is primarily a design course, and as such the lessons on art software tools will be sufficient for gaining basic familiarity with art production techniques, not full mastery. Rather than expecting to create realistic character models for your games this term, consider exploring radical creative options to bring a unique look and feel to your project, such as scanning found- objects, photography collage, crayons, XRays, etc. and applying them to simpler models. A strange visual design is often a good opportunity for marketing!For music and sound effects you can seek out a friend who composes, or make up something and hum. Play!

THEME:A great way to find a ready market is Games For Change. Consider something in your own life, at school, or more broadly that feels broken (causes suffering), and consider games for improving life in those situations. See McGonigal reading for more.

NETWORKING: Attend at least one event!: madwomb.com/tutorials/GamesBoston.html

GAME DESIGNWEEKLY BREAKDOWN:

NOTE #1: Remember the most critical skill in product design is listening:

Listen to your colleague, your testers, and your own intuition.

WEEK 1:Tuesday, Jan23: Intro to Course / Design Method 1: Brainstorming Tools

LECTURE:Introduction to course and project expectations. What is a game? How do we approach design? Method 1: Brainstorming Mechanics.

EXERCISE: In small teams, design a board game using/inspired by supplied materials.

HOMEWORK:TEAM 1a: Revise the design from class or create a new game playable in 10-15 minutes. Play multiple times to revise rules for more “Flow” and “Fiero.” Type up final rules, clean up board/materials art, and bring the game to class ready to play.

ALSO: Read Schell’s Art of Game Design Chapters 4-6 (pp40-74) on Game Elements.

WEEK 2:Tuesday, Jan30: Design Method 2:Game Testing and Radical Revision
LECTURE:Testing methods: player narrative observations and non-interference. Class testing practice. Evaluating & incorporating user testing, and Radical Revision.

EXERCISE: Teams play each other’s games, fill-out testing docs, meet to plan revision.

HOMEWORK:TEAM 1b: Revise your first game designbased on class feedback.Attempt “Radical Revision” to dramatically change the play. Submit 1-2 typed pages: 3-sentence game idea, gameplay rules, clear photo of set-up (photos/diagrams).

ALSO:Read McGonigal’s Reality is Broken, Part 2a: Reinventing Reality (pp119-167)

Please install Unity and Maya, and bring a 3-button mouse by next week.

WEEK 3:Tuesday, Feb6: Unity #1.Design Method3: Disruptive Mechanics
LECTURE: How do we design games which are new but recognizable?

Design Method 3: Designing for Disruption.

Tutorial: Introduction to Unity3D Interface, Terrain, and C# scripting for interaction.

EXERCISE: In new teams, design a paper prototype for a game featuring Disruption.

HOMEWORK:TEAM 2a: Revise designs from class or create a new paper game: one significant mechanic change on a board or digital genre. Submit 1-2 typed pages: 3-sentence game idea, gameplay rules, clear photo of set-up (photos/diagrams).

ALSO: Read McGonigal’s Reality is Broken, Part 2b: Reinventing Reality ( pp168-215)

WEEK 4:Tuesday, Feb13: Unity #2 / Design Method4:ARGs
LECTURE:How can games improve our world? Design Method 4: Alternative Reality Games (ARGs) and designing to solve human suffering.

Tutorial: Unity3D’s 2D game pipeline /Sprites

EXERCISE: TEAM 2b:identify suffering and design a ruleset for an ARG.

HOMEWORK:INDIVIDUAL: Complete at least one full Unity Tutorial Sequence, and post screenshots of the completed tutorial to Piazza (a single post with your name, HW 4): Consider Roll-a-Ball or Space-Shooter.

NOTE #2: Email your teacher as soon as you hit any kind of problem, so I can help you find resources for solutions.

WEEK 5:Tuesday, Feb20: Unity #3: Prefabsand 3D Production Pipeline
LECTURE:Discussion of “Workplace” Games (Design Method 5).

Tutorial: Unity 3D asset production pipeline, and how to make a Prefab for team work.

EXERCISE: Follow Unity 3D pipeline tutorial. New teamsdiscuss Workplace games.

HOMEWORK:TEAM 3a: Research, discuss, and design a“Workplace”Game.Playtest and revise.Type description of work and task balance, and gameplay rules. Begin Implementing in Unity (determine Unity tasks, divide among teammates, all but one makes prefabs).

ALSO: Read Schell pp 75-95 (Prototyping chapter).

WEEK 6:Tuesday, Feb 27: Unity Practice DayIntroduction to VR, AR, Physics

LECTURE: Discussion of AR and VR pipelines and projects using the Unity Game Engine. Notes on Physics in Unity. Discussion of "Service Niche" Games: consider digital game concepts for specific populations, disabilities, child developmental stages, literacy, immigration, targeted health or educational needs (Design Method 6). Teams meet to work on first Unity prototype. What will you try to complete by next week?

HOMEWORK:TEAM 3b: Progress your Workplace game Unity Prototype: how far can you get in functionality? Please export a PC build and post to piazza before class.

ALSOIndividually post a brief description of a final project digital game concept. Includea title, genre, and what is unique or interesting to you about this idea. For example: “’Red or Blue’ is a 2D platformer where the player is a bullied teenager with the power to switch the lighting red or blue, making escape platforms appear of the opposite color.”

WEEK 7:Tues, Mar 6:Design Method 7:Dynamic Team Creation.Preproduction
LECTURE:Inspiration Sources: Disrupting Movement, Wild Visuals, Discussion of "Service Niche" Games (Consider games for specific disabilities, child developmental stages, literacy and other educational needs -- Design Method 6).
Dynamic Team Creation workshop based on roles & brainstormed design!
EXERCISE:Students brainstorm designs based on theme, present concepts, and choose projects and teams.
HOMEWORK:TEAM 4(Final!): Meet outside of class to:

  • Create Playable Paper Prototypes to test and revise your core game mechanics.
  • Draft your initial Design Document (including a list of URLs with tutorials on implementing features specific to your game).
  • Draft a Production Schedule/Backlog (Prioritized List of To-Dos and when you hope to have them done, based on course schedule).
  • Set up online team resources: Source Control (like GitHub), Production Tracking (like Trello), and a Wiki for your Designs, Backlog, and Visual References/Ideas.

NOTE #3: Every software production team needs to regularly assess what features are critical and what can be cut to meet production deadlines. Be brave and cut features!

WEEK 8:Tues, Mar 13:Preproduction:Team Development.Intro to Maya 3D Tools.
LECTURE:Deeper look at Maya Interface, Modeling, Texturing, and exporting into Unity. Team Communication and Production planning.
EXERCISE:Teams playtest Paper Prototypes, plan production. 3D “Duck” tutorial.
HOMEWORK:Teams:DISCUSSyour paper prototypes and Revise Design Documents for more meaningful player choice.

SET-UPonline repository, naming system, and document Asset Pipeline.

  • DECIDEwhat core features of your game you will attempt to get working in Unity this week. Discuss and divide Unity production work evenly.
  • WORKthis week to pull together initialDIGITAL PROTOTYPEof basic interactions and core game features! Use only simple placeholder art.

Individually:PROGRESS REPORT #1:Submit typed page to Piazza: What you agreed to produce, what you accomplished, self-evaluation/related screenshots.NOTE:Not quite finishing all you agreed to do will NOT affect your grade; I am looking to see you contribute significantly to production each week, to communicate frequently with your teammates, and for you to document what went well for you and what issues you encountered.

WEEK 9:Tuesday, Mar 27:Production: Team Development.2D and 3D Art Tools
LECTURE:Introduction to Photoshop Painting and Photo Manipulation.
Introduction to Maya Texturing and bringing those assets into Unity3D. Real time asset Polycount and texture constraints. Software Development Cycle.
EXERCISE:Follow 2D and 3D art tutorials.
AFTER CLASS 3D LECTURE:Rigging and Animation: 3D Topological Considerations for Character Modeling, UV Mapping, and Animation.
EXERCISE:Teams share prototypes and meet to plan production.
HOMEWORK:Teams:Revise documents, set-up online repository, naming system, and document pipeline. Divide work evenly and work this week to pull together initial digital prototype of basic interactions and core game features! Use only “greybox” art - simple forms sufficient for playability, not yet for appeal.
Individually:PERSONAL REPORT #2(Piazza): What you agreed to produce this week and what you completed.
ALSORead Schell pp 97-112 (Audience chapter) and research solutions to Unity features you want in your game.

WEEK 10:Tuesday, Apr3: Animation in Unity: State Machines. Level Design 1
LECTURE:Unity Animation Controller, Mecanim and State Machines. 3D and 2D animated assets in Unity Mecanim system: accessing animation with state machines.

Level Design Talk 1: Rational Game Design

HOMEWORK:Teams: Revise Prototype and include initial scratch audio. Test clarity with at least two new players.

Individually:TypedPERSONAL REPORT #3(Piazza): What you took on, what you completed, with appropriate screenshots.

WEEK 11:Tuesday, Apr10: Unity Environment Enhancement and Level Design 2
LECTURE:Particle Systems and Lighting topics.