Final Project

I’ll be keeping track of the production of each project using this spreadsheet and adding milestones on this page so save them on your bookmarks.

1. Proposal – Monday November 2nd

Submit a proposal including:

Title or Working Title

Description one paragraph elevator pitch, the description you’d put on a distribution channel, something that characterizes it as unique.

Art/Research statement what are you trying to do with this project? What are the experimental elements? What’s the emotional response you are trying to solicit? What are you own parameters for success?

Mock Screenshot an image representing the style and the mood you are trying to achieve.
Here are some exploratory concepts for an upcoming game. This is how the game is looking now

3 Game references that are direct inspirations or have something in particular to teach you

3 Non-Game References that are direct inspirations or have something in particular to teach you

2. Prototype – Wednesday November 11th

A playable proof of concept. If 3D, use placeholder assets and primitives.
A prototype is meant to explore the basic gameplay, test the possibilities of the concept, its potentials and possible pitfalls. Typically it’s something you throw away when you start developing the actual game (in our case it probably won’t).

If your game is text/language heavy or has branching choices prototype it in Twine or on paper first.
If your game relies on environmental storytelling make a top down “level” design on paper first.
If your game involves puzzles describe them on paper first (illustrations, list of tasks, flowchart etc).

Check Journey’s prototypes here

Readings
How to Prototype a Game in Under 7 Days
How to Game Jam
The Door Problem (how game design works in a big company)

3. Mood board / Audio and Visual Style guides – Monday November 16th

A mood board is a collection of images from any media (not only videogames!) that together create an overall idea of the art direction for the project.
Similarly, the audio mood board collects music and samples from any type of source (not only videogames!).
Gradually the mood board should become a style guide which defines the visual language of the game and sets guidelines for consistency: color palette, view, interface design.

htf_moodboard

A fully developed character guide

4. Production document – Monday November 16th

Prepare a simple spreadsheet showing what you are planning to implement week by week from now to December 11. Your project will be evaluated according to these these agreed goals.
Make it on Gdocs and share it with me (paolo.pedercini at- gmail).

5. Alpha – Monday November 23th

The Alpha is a version of the game that contains 100% of the basic features, the game interaction and logic. It typically doesn’t have polished graphics and sounds nor all the “levels” but it should be possible to play it and have a clear sense of the final game experience.

6. Beta – Wednesday December 9th

The Beta version of a game is basically the finished game, except for visual and audio fixes and polishing, tuning, and technical debugging. The following week before the presentation (release) should be devoted to playtesting.

7. Gold / exhibition – December 15th (probably)

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