Students will be evaluated in the following ways:
Item | % |
---|---|
Kickstarter webpage | 5% |
Weekly developer logs | 5% |
Design document | 5% |
Paper prototype | 5% |
Trailer video + Key Visual | 8% |
Marketing | 5% |
Team self-eval | 2% |
Homework/discussion/participation/peer review | 5% |
Game iterations/builds/progress | 30% |
Presentations (playtesting, general progress updates) | 7% |
Investor pitch presentation | 13% |
Convention presentation (Demo day) | 10% |
Your central hub for public-facing material. Will include your dev logs, Kickstarter page, etc.
Produce a Kickstarter campaign mockup/websitepage. List at least 4 other Kickstarter pages used as reference material in your Design Doc.
You are expected to write a developer log about your development journey on a weekly basis. Details should include what tasks were tackled, their progress state (successfully completed? Unexpectedly difficult?), and plans for the next week.
The Design Document is a reference document detailing out all the specs and features of your game.
Your first version of your game, on paper! Getting your feet wet with designing games.
These are marketing materials that need to convince a browsing user to stop and take a closer look at your game. The trailer video should be < 1.5m. The key visual should be exciting and give insight into what your game is about (e.g., atmosphere, gameplay, themes, target audience).
Your public facing marketing strategies and (hypothetical/potential/actual) implementations. Includes your team website. We need to see you working hard to sell your game.
Teams will complete evaluations about how the project and teamwork is going.
There will be a few assignments to play or analyze games and the market. Assignments include: preparation for in-class discussions, deliverables, discussion posts on Ed to observe and reflect on how life experiences and game design are intertwined, and deliverables. Peer review occurs during playtesting and workshop sessions.
We will track your game development progress and how designs/implementations change as you integrate feedback and research. Your team must submit game builds so that game updates can be assessed.
Presentations on topics such as how playtesting sessions go, the feedback you gain and [plan to] implement, and game progress status.
The big final presentation. Convince potential investors/publishers to help fund you for continued development of your project, or if your game is complete, convince them to help market it so that everyone profits. Includes post-mortem/reflection on the game development cycle.
Congratulations! You’ve made a game! It’s time to show your hard work off in a convention-style event. Imagine you’re at PAX and trying to get word out about your game or make sales.