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Commercial Videogames Design & Development

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

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Commercial Videogames Design & Development

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

  2. Course intro Context Goals: experience, contacts, skills 3 design & development lectures 2 presentations/discussion seminars 4 practical tech sessions working with Unity3D Working with an existing Unity game sample 10+10 design, development & tech coaching sessions Final presentation, publishing cooperation possibilities

  3. 1: Game Design & Development Intro What is playing What are games How to approach game design Game development & game industry HOMEWORK: Essay

  4. Essay What kind of games I would like to make What kind of game I could make Seriously, what kind of game I could really complete?

  5. 2: Unity3D space game introby Toomas

  6. 3: Videogame elements & structure Interactivity / Rules Audiovisuals / Aesthetics Context / Narrative / Meaning HOMEWORK : Concept Document

  7. Concept Documents Start of the design process Choosing a visual style, atmosphere, etc Estimating & planning development

  8. 4: Mod your game and add content in Unity

  9. 5: Narrative/Story Design • Why stories are useful when designing experiences? • What are the principles of storytelling/narratives? • What to keep in mind when creating characters and environments. • Applying story design skills to group project • HOMEWORK: Expanded concept doc

  10. Expanded Concept Document: Meaning Add to concept document based on lecture

  11. 6: Add new game mechanics to your game

  12. 7: Random & Best homework presentations, feedback, discussion

  13. 8:Profits Publishing PR Marketing Advertising Monetizing Financing & Crowdsourcng HOMEWORK: PR assets

  14. 9: Add metaelements to your game

  15. 10 : Possible Bonus: Level Design • Why levels? • Designing an experience (like writing a story) • How to start designing a level? • What are the common mistakes in level design? • How level design provides indirect control? • Applying level design skills to group project

  16. 11 : 6-hour Devjam * You can replace up to 3 lectures and a monster homework if you take part

  17. 15 & 16: Two final presentations

  18. Course outcome: knowledge, experience, skills, contacts, credibility, etc

  19. COURSE EXPECTATIONS • Enjoy the process and be nice to each other • 2. Attend at least 4 design lectures • 3. Present IT & DD homework • 4. Partake in final presentation • 5. Cooperate with external contributors, • especially audiovisual specialists.

  20. Course Design • Fundamentals of Game Design, 2nd Edition, Ernest Adams • The Art of Game Design: A book of lenses, Jesse Schell • A Theory of Fun for Game Design by RaphKoster • Challenges for Game Designers, Brenda Brathwaite & Ian Schreiber • Richard Rouse III's book Game Design: Theory & Practice, • Game Design: From Blue Sky to Green Light, Deborah Todd • Replay: The History of Video Games, by Tristan Donovan • The Computer Game Design Course, Jim Thompson (2007) • + Semiotics, Psychology, Anthropology, Communication, Marketing, etc.

  21. Thank You Contact mikrosekund@gmail.com

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