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Game
Design
Improv
Improv




Brenda Brathwaite
Ian Schreiber
Charles Shami
What is game design improv?
A chance for you to stretch
 yourself as an educator
      and designer.
To challenge yourself to do things
    you normally wouldn’t do
To experience interdisciplinary
     fellowship and love.
To take a chance on innovation
                    innovation.
Why Game Design Improv?
• Bringing non-digital
            non digital
  game prototyping to the
  masses and classes
• Exploring key design
  principles
• Creativing designers
  that are flexible and
                            Some see junk. Others see Katamari
                                     junk             Katamari.
  innovative
  i       i
• Great icebreaker
Some housekeeping…
           housekeeping
• Complete several
  non-digital
  challenges
• Give you 20
  examples you can
  use in the classroom
  when you return
Today s
              Today’s Plan
• Challenge #1 – Design from IP
• Challenge #2 – A message from the publisher

  Break

• Challenge #3 – “…But make it multiplayer!”
• Challenge #4 – Civil War Battle
• Challenge #5 – The Iron Designer Challenge
Challenge #1
Starting Points:
Starting with Clean Slate



            The Virtually
            Microscopic
              Planet of
           Original Games



             The Big
            Fat World
              of IP
Starting Points
• Starting with Gameplay
         g          py
   – Sequels
• Starting with Technology
   – Fi t P
     First-Person Shooters
                  Sh t
• Starting with Story
   – Adventure Ga es, Books
      d e tu e Games, oo s
• Starting with IP
   – TV Shows, Personalities, Movies
• Starting with a Clean Slate
   – ??
Starting Points:
         Starting with Gameplay
• Preserve gameplay
  style
• Add new features
• Improve existing
  features
Starting Points:
         Starting with Technology
• Crafted
  gameplay/story
  around the
  technology
• Often dictates genre
• Platform choice
  affects gameplay
Starting Points:
            Starting with Story
• Designed around the
  story
• Adapt technology to
      p          gy
  needs of story
Know Your Constraints
•   Genre/Type
             yp
•   Rating
•   Audience
•   Budget
    Bd
•   Platform
•   Tone/Style
•   The “Incidentals”
•   Engine
       ge
•   Release date
•   Skill Set Limitations
Design
  Di
Exercise #1
 Create a
Game From
G     F
    IP
What is “IP”?
                       IP ?
• IP = intellectual
  property
  – WWE
  – MTV
  – TV Show Heroes
  – Halo
Starting With IP

• Designed around
  strengths of IP
•D i
  Designed t
           d to
  target IP’s target
  market
• IP often dictates
  genre
Group Exercise #1
• Need 12 IPs
  – Six that are good
  – Six that are very, very bad
                    y     y
• Roll d6 to determine column you’re in and
  which IP you g
            y get
• Break into teams
• ETA: 30 mins
• Present idea and discuss challenges
Group Exercise #1
•   Core of the game
•   3 or 4 features
•   Define
    D fi avatar or character
               t     h    t
•   Platform
•   Estimate budget
•   Estimate release date
The Finish Line
A Message from the Publisher
Change your platform to
 Facebook or iPh
 F   b k iPhone
You re Done
You’re Done.
In other news
         news…
Your company has closed
                 closed.
Please collect your
 “pink slips” and rearrange
yourselves into new groups.
“…But Make It Multiplayer!”
  But         Multiplayer!
Start Here
Hints
• How do players interact with the game?
• How do players interact with each other?
•HHow can players h l each other
             l     help     h th
  (cooperation)?
• How can players hurt each other
  (competition)?
Requirements
•   Multiplayer (2 to 8 players over LAN)
•   Can be individuals or teams (your choice)
•   Competitive: one player ( t
    C       titi        l     (or team) wins
                                      )i
•   You can add a narrative/theme
•   ETA: 30 mins
•   Ready, set,
    Ready set go!
The Finish Line
Challenge #4: Civil War
The Challenge
• Create a board game to simulate and
  resolve a real battle from the Civil War.
• Difficulty: Victory condition cannot be
  “control enough territory” (Axis & Allies) or
  “destroy all enemy units” (Risk)
   destroy             units (Risk).
• Hint: what is the object of the game? How
  do l
  d players achieve th t goal?
                  hi    that     l?
The Finish Line
Iron Designer Challenge
The Rules
• Create a game using only 100 index cards
  and a pen.
• Create a better game than everyone else
                                     else.
• ETA: 30 mins
Congratulations
A WINNER IS YOU
Contacts

Brenda Brathwaite   bbrathwa@scad.edu
                    @bbrathwaite

Ian S h ib
I Schreiber         ischreib@scad.edu
                    i h ib@     dd

Charles Shami       cshami@scad.edu
                    @cshami


       www.appliedgamedesign.com
       www appliedgamedesign com
             www.scad.edu

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GDC 2009 Game Design Improv

  • 2. What is game design improv?
  • 3. A chance for you to stretch yourself as an educator and designer.
  • 4. To challenge yourself to do things you normally wouldn’t do
  • 5. To experience interdisciplinary fellowship and love.
  • 6. To take a chance on innovation innovation.
  • 7. Why Game Design Improv? • Bringing non-digital non digital game prototyping to the masses and classes • Exploring key design principles • Creativing designers that are flexible and Some see junk. Others see Katamari junk Katamari. innovative i i • Great icebreaker
  • 8. Some housekeeping… housekeeping • Complete several non-digital challenges • Give you 20 examples you can use in the classroom when you return
  • 9. Today s Today’s Plan • Challenge #1 – Design from IP • Challenge #2 – A message from the publisher Break • Challenge #3 – “…But make it multiplayer!” • Challenge #4 – Civil War Battle • Challenge #5 – The Iron Designer Challenge
  • 11. Starting Points: Starting with Clean Slate The Virtually Microscopic Planet of Original Games The Big Fat World of IP
  • 12. Starting Points • Starting with Gameplay g py – Sequels • Starting with Technology – Fi t P First-Person Shooters Sh t • Starting with Story – Adventure Ga es, Books d e tu e Games, oo s • Starting with IP – TV Shows, Personalities, Movies • Starting with a Clean Slate – ??
  • 13. Starting Points: Starting with Gameplay • Preserve gameplay style • Add new features • Improve existing features
  • 14. Starting Points: Starting with Technology • Crafted gameplay/story around the technology • Often dictates genre • Platform choice affects gameplay
  • 15. Starting Points: Starting with Story • Designed around the story • Adapt technology to p gy needs of story
  • 16. Know Your Constraints • Genre/Type yp • Rating • Audience • Budget Bd • Platform • Tone/Style • The “Incidentals” • Engine ge • Release date • Skill Set Limitations
  • 17. Design Di Exercise #1 Create a Game From G F IP
  • 18. What is “IP”? IP ? • IP = intellectual property – WWE – MTV – TV Show Heroes – Halo
  • 19. Starting With IP • Designed around strengths of IP •D i Designed t d to target IP’s target market • IP often dictates genre
  • 20. Group Exercise #1 • Need 12 IPs – Six that are good – Six that are very, very bad y y • Roll d6 to determine column you’re in and which IP you g y get • Break into teams • ETA: 30 mins • Present idea and discuss challenges
  • 21. Group Exercise #1 • Core of the game • 3 or 4 features • Define D fi avatar or character t h t • Platform • Estimate budget • Estimate release date
  • 23. A Message from the Publisher
  • 24. Change your platform to Facebook or iPh F b k iPhone
  • 26. In other news news…
  • 27. Your company has closed closed.
  • 28. Please collect your “pink slips” and rearrange yourselves into new groups.
  • 29. “…But Make It Multiplayer!” But Multiplayer!
  • 31. Hints • How do players interact with the game? • How do players interact with each other? •HHow can players h l each other l help h th (cooperation)? • How can players hurt each other (competition)?
  • 32. Requirements • Multiplayer (2 to 8 players over LAN) • Can be individuals or teams (your choice) • Competitive: one player ( t C titi l (or team) wins )i • You can add a narrative/theme • ETA: 30 mins • Ready, set, Ready set go!
  • 35. The Challenge • Create a board game to simulate and resolve a real battle from the Civil War. • Difficulty: Victory condition cannot be “control enough territory” (Axis & Allies) or “destroy all enemy units” (Risk) destroy units (Risk). • Hint: what is the object of the game? How do l d players achieve th t goal? hi that l?
  • 38. The Rules • Create a game using only 100 index cards and a pen. • Create a better game than everyone else else. • ETA: 30 mins
  • 40. Contacts Brenda Brathwaite bbrathwa@scad.edu @bbrathwaite Ian S h ib I Schreiber ischreib@scad.edu i h ib@ dd Charles Shami cshami@scad.edu @cshami www.appliedgamedesign.com www appliedgamedesign com www.scad.edu