dig4713_lecture8 - DIG4713: Game Design Dr. Rudy McDaniel,...

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DIG4713: Game Design Dr. Rudy McDaniel, Fall 2009 Semester Lecture 8: Focus and Gameplay Mechanics
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Today’s Agenda n Hand back pitch scores n n Paper prototyping activity
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Rouse Chapters 5 and 6 Focus (or what the heck is your game about?) Interview with Ed Logg
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Establishing Focus n What is it about this game that is most compelling? n What is this game trying to accomplish? n What type of experience will the player have? n What sort of emotions
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The Razor Statement n Concise summary of what your game is about. n Use it to make painful cuts in your game design document.
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Example: Winter Carnival Whirlwind n Begin with vision and brainstorm. n Be sure to name the game. If you can’t name your game, you can’t design it well! n Combine parts of the focus into a
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The Function of the Focus n Avoid reference to other games (can confuse). n Should not limit the scope of your game. n Commit the idea to paper. n Review page 76:
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n Everyone on the team should “sign on” to the idea. n Include all members in the creation (if possible). n Need the majority of the team excited about the game. Members of the all-women team that created the prizewinning computer game "Green, Eggs, and Pan" are, from left, front row: Dora Helen Fraeman '07 and Lisa Marie Allen
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dig4713_lecture8 - DIG4713: Game Design Dr. Rudy McDaniel,...

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