Here’s a substantively revised version of the guide. At 10pp. in length, it is long, but I want to be sure that I see your game in the best possible light. Please read (or re-read) the document carefully and get started early. You have over two weeks before this is due (via Canvas, by Noon, […]
Below, find a new draft of the guide.
Plus: Assets and ideation, and charitable asset creation option.
Before the End of All Things, we talked occasionally about Audience, audience appeal, the “rhetoric of play”, and so on. Solidifying your sense of who is playing your game, and why, and (most importantly) how, is a great way to improve coherence and continue focusing the game experience for players.
Rough transcript to this audio file available below.
This little essay offers something to think about as you go about building your prototypes. If you like, it is something you can address in one of your forthcoming process book posts. While I’d appreciate it if you took the time to read it, you are not obliged to complete the challenge at the bottom. […]
How games work (an occasional series) I’ll continue to post these as often as I’m able until the end of the semester. Some may be meaningful to you and your work; others less so. Our games ought (literally) to “make sense.” Games constitute tiny, nearly-perfect worlds where we get to design and implement our own […]
About these prompts for your game-design journal entries. Your journal entries need not spring directly from these prompts. They can grow out of problems that you are facing, questions you’ve been asked, issues you want to address. But I’ll post additional prompts every week that you can draw from, too. While I cannot foresee exactly […]