Commercial Videogames Design & Development Edvin Aedma Toomas Laasik Margus Luik Course intro 1) 2) 3) 4) 5) 6) 7) 8) 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 1: Game Design & Development Intro 1) 2) 3) 4) 5) What is playing What are games How to approach game design Game development & game industry HOMEWORK: Essay Essay 1) What kind of games I would like to make 2) What kind of game I could make 3) Seriously, what kind of game I could really complete? 2: Unity3D space game intro by Toomas 3: Videogame elements & structure 1) Interactivity / Rules 2) Audiovisuals / Aesthetics 3) Context / Narrative / Meaning 4)HOMEWORK : Concept Document Concept Documents 1) Start of the design process 2) Choosing a visual style, atmosphere, etc 3) Estimating & planning development 4: Mod your game and add content in Unity 5: Narrative/Story Design 1) 2) 3) 4) 5) 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 Expanded Concept Document: Meaning 1) Add to concept document based on lecture 6: Add new game mechanics to your game 7: Random & Best homework presentations, feedback, discussion 8: Profits 1) 2) 3) 4) 5) 6) 7) Publishing PR Marketing Advertising Monetizing Financing & Crowdsourcng HOMEWORK: PR assets 9: Add metaelements to your game 10 : Possible Bonus: Level Design 1) 2) 3) 4) 5) 6) 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 11 : 6-hour Devjam * You can replace up to 3 lectures and a monster homework if you take part 15 & 16: Two final presentations Course outcome: knowledge, experience, skills, contacts, credibility, etc COURSE EXPECTATIONS 1. 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. 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 Raph Koster 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. Thank You Contact [email protected]
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