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Commercial Videogames Commercial Videogames Design & Development Design & Development Edvin Aedma Toomas Laasik Margus Luik

Commercial Videogames Design & Development

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Commercial Videogames Design & Development. Edvin Aedma Toomas Laasik Margus Luik. Course intro. Context Goals : experience, contacts, skills 3 design & development lectures 2 presentations/discussion seminars 4 practical tech sessions working with Unity3D - PowerPoint PPT Presentation

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Page 1: Commercial Videogames  Design & Development

Commercial Videogames Commercial Videogames Design & DevelopmentDesign & Development

Edvin Aedma Toomas Laasik Margus Luik

Page 2: Commercial Videogames  Design & Development

1) Context2) Goals: experience, contacts, skills3) 3 design & development lectures4) 2 presentations/discussion seminars5) 4 practical tech sessions working with Unity3D6) Working with an existing Unity game sample7) 10+10 design, development & tech coaching sessions8) Final presentation, publishing cooperation possibilities

Course intro Course intro

Page 3: Commercial Videogames  Design & Development

1: 1: Game Design & Development Intro Game Design & Development Intro

1) What is playing2) What are games3) How to approach game design4) Game development & game industry5) HOMEWORK: Essay

Page 4: Commercial Videogames  Design & Development

EssayEssay

1) What kind of games I would like to make2) What kind of game I could make3) Seriously, what kind of game I could really complete?

Page 5: Commercial Videogames  Design & Development

22: : Unity3D space game introUnity3D space game intro by by ToomasToomas

Page 6: Commercial Videogames  Design & Development

33: Videogame elements & structure : Videogame elements & structure

1) Interactivity / Rules 2) Audiovisuals / Aesthetics 3) Context / Narrative / Meaning4)HOMEWORK : Concept Document

Page 7: Commercial Videogames  Design & Development

Concept DocumentsConcept Documents

1) Start of the design process 2) Choosing a visual style, atmosphere, etc3) Estimating & planning development

Page 8: Commercial Videogames  Design & Development

44: : Mod your game and add Mod your game and add content in Unity content in Unity

Page 9: Commercial Videogames  Design & Development

55: Narrative/Story Design : Narrative/Story Design

1) Why stories are useful when designing experiences?2) What are the principles of storytelling/narratives?3) What to keep in mind when creating characters and environments.4) Applying story design skills to group project 5) HOMEWORK: Expanded concept doc

Page 10: Commercial Videogames  Design & Development

Expanded Concept Document:Expanded Concept Document:

MeaningMeaning

1) Add to concept document based on lecture

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66: : Add new game mechanics to Add new game mechanics to your game your game

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77:: Random & Best homework Random & Best homework presentations, feedback, presentations, feedback, discussiondiscussion

Page 13: Commercial Videogames  Design & Development

8: ProfitsProfits

1) Publishing2) PR3) Marketing4) Advertising5) Monetizing6) Financing & Crowdsourcng7) HOMEWORK: PR assets

Page 14: Commercial Videogames  Design & Development

99: : Add metaelements to your Add metaelements to your gamegame

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10 : Possible Bonus: Level Design

1) Why levels?2) Designing an experience (like writing a story)3) How to start designing a level?4) What are the common mistakes in level design?5) How level design provides indirect control?6) Applying level design skills to group project

Page 16: Commercial Videogames  Design & Development

11 : 6-hour Devjam

* You can replace up to 3 lectures and a monster homework if you take part

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15 & 16: Two final presentations

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Course outcome: knowledge, Course outcome: knowledge, experience, skills, contacts, experience, skills, contacts,

credibility, credibility, etcetc

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COURSE EXPECTATIONS

1.Enjoy the process and be nice to each other2. Attend at least 4 design lectures3. Present IT & DD homework 4. Partake in final presentation5. Cooperate with external contributors, especially audiovisual specialists.

Page 20: Commercial Videogames  Design & Development

Course DesignCourse Design Fundamentals of Game Design, 2nd Edition, Ernest AdamsFundamentals of Game Design, 2nd Edition, Ernest Adams The Art of Game Design: A book of lenses, Jesse SchellThe Art of Game Design: A book of lenses, Jesse Schell A Theory of Fun for Game Design by Raph KosterA Theory of Fun for Game Design by Raph Koster Challenges for Game Designers, Brenda Brathwaite & Ian Challenges for Game Designers, Brenda Brathwaite & Ian

SchreiberSchreiber Richard Rouse III's book Game Design: Theory & Practice, Richard Rouse III's book Game Design: Theory & Practice, Game Design: From Blue Sky to Green Light, Deborah ToddGame Design: From Blue Sky to Green Light, Deborah Todd Replay: The History of Video Games, by Tristan DonovanReplay: The History of Video Games, by Tristan Donovan The Computer Game Design Course, Jim Thompson (2007)The Computer Game Design Course, Jim Thompson (2007)

+ Semiotics, Psychology, Anthropology, Communication, + Semiotics, Psychology, Anthropology, Communication, MarketingMarketing, etc., etc.

Page 21: Commercial Videogames  Design & Development

Thank You

Contact [email protected]