ARTG 91 LECTURE MODULE 5 - COURSE WRAP-UP

 

Week 5 Optional Module - First PITCHES, Design Solutions, FEEDBACK, a little failure, + Shipping Games

To wrap things up this week, I have curated a library of case studies about solving game design problems via playtesting, pitching initial game ideas, presenting work to peers or a team, incorporating feedback, making revisions based on critique, and the journey from idea to a final shipped game (including one experience of what happens after). This content is related to your work on the final projects, but I also believe these could be helpful resources as you continue to work in teams and develop games in the AGPM program and beyond.

All of this is optional to review this week, as I know folks probably have a lot to do with the final projects. That being said, if you need a break from that work, this could be a fun - and helpful - distraction. And, if you review one of these case studies and find it especially interesting, you could also complete one of the Extra Credit options for up to 1 - 3 points of extra credit towards the final grade. See the assignment in the Week 5 modules for all the details.


Case Study 1

Game Design Solutions and the Prototyping / Playtesting Process


Case Study 2

Shana T Bryant on Pitching Ideas


Case Study 3

Working with critique in the GAME ART development + Production process


Case Study 4

FAILURE WORKSHOP - BEN ESPOSITO ON THE STORY OF KACHINA

In this audio slideshow, indie game developer Ben Esposito describes his experience when he received feedback concerning the cultural artifacts and stories he was incorporating into his upcoming game - which much later became Donut County.


Case Study 5

THE FIRST TREE - Finishing a Game & the Challenges of wrapping a project


Case Study 6

A 10-year journey (almost) comes to an end - Beatdown City

Images link to short article and skype interview with developer Shawn Alexander Allen - We reviewed Allen’s Treachery in Beatdown City last module, and I thought it would be interesting to see the designer’s perspective when he was still a few years from finishing and shipping the game.


Case Study 7

Little Bug - After Launch


Case Study 8

swimsanity! - from school flash project to the nintendo switch


Case Study 9

Stardew Valley’s ONE-PERSON Journey