COMP150 Game Design

COMP 50
Game Design
LESSON #5: Workplace Games
and Introduction to 2D in Unity
TODAY:
1. Design Method #5: Workplace Games
Examples and methodology
2. Introduction to 2D in the Unity3D Engine:
Sprites, Sprite Sheets, and 2D Physics
Why Make a Game about a Job?
Why Make a Game about a Job?
1. Built-in systems to exploit.
2. Immediately recognizable to
players.
3. Transform Society: inform or
change views about a way of life or
a population of workers, creating
opportunities for empathy.
Workplace Games: Diner Dash
Workplace Games: Diner Dash
1. You are a waitress managing meals for
a small diner crowd.
2. Casual/Resource Gathering Game:
Seat customers, take food orders,
deliver orders to chef, deliver coffee
and food, take money, clear tables.
3. Customers get cranky if made to wait.
4. Make decisions on who gets fed first:
Try not to get overwhelmed by
multiple tasks/complaints.
Workplace Games: Papers, Please
Workplace Games: Papers, Please
1. Manage a border checkpoint.
2. Puzzle Game: Compare documents,
look for discrepancies/criminals. Ask
for more information. Arrest people.
3. Applicants can attempt to plead or
bribe, and waiting masses can act
against your state.
4. Make decisions on who passes
through. Try not to be weighed down
by those decisions.
Workplace Games: Job Simulator
Workplace Games: Job Simulator
1. Work an office cubicle job (in VR).
2. Exploration game: Fulfill
tasks/missions assigned by robot
boss. Explore distractions in cubicle.
3. Feedback from Robot Boss and signs.
4. Make decisions on how to spend
time.
5. Additional Games: Auto Mechanic,
Convenience Store Clerk, etc.
Workplace Games: Create!
Choose a new team to design a tabletop or digital Workplace
game, and produce a paper prototype for next week
1.
2.
3.
4.
5.
THEME: Brainstorm multiple jobs with clear routines.
MECHANICS/FLOW: List the routines and consider which lend
themselves to interesting choices and playable mechanics.
FEEDBACK: Consider potential actions by the customers of
the workplace, and how they can provide meaningful stakes
and feedback to the player.
GOAL: Determine the components of a successful day/job
completion.
FIERO: Consider the critical choices the player can make to
achieve the goal, and the emotional impact of those choices,
to adjust mechanics and feedback for greater impact.
Due Next Week:
• HOMEWORK #5: With your new team, meet outside of
class to revise/discuss the Workplace Game designs
from class and discuss more possibilities for tabletop or
digital games. Try playing the games! EACH TEAM WILL
TYPE AND SUBMIT 1 WORKPLACE GAME PAPER
PROTOTYPE: Description of workplace routines,
gameplay rules, board image, photos of initial setup
and key moments, and notes related to the reading.
• ALSO Read 50 pages more of EITHER Schell or
McGonigal’s books, your choice. Note “Lenses” or
“Fixes” you find & apply them in your design write-up.
Unity: Intro to 2D Game Dev
Basics of 2D:
• Hit 2D button above Scene for flat view.
• Set PNG art to “Sprites” and set “Order in Layer.”
Higher numbers = closer to camera.
• Use only 2D Physics (Rigidbody 2D, Box Collider 2D)
Painting Backgrounds: PNGs, quality 24, power-of-2
• Standard Display: 1280x720, 72ppi. Paint 2x for
HD/retina.
• Set PNG art to “Sprites” and set “Order in Layer.”
Higher numbers = closer to camera.
• Export layers: FG, MG, BG, with empty areas.
• Scrolling: at least 3 original screens, tiling ends.
• 2D Platformer: include obvious “platforms.”
Unity: Intro to 2D Game Dev
Unity: Intro to 2D Game Dev
Have an Excellent Week!
And don’t forget to email with questions:
Instructor: JASON WISER
[email protected]
Available daily.