Rapid Prototyping for Game Design - a free, self-paced online group course (14 weekly topic videos)

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  • Опубликовано: 5 июл 2024
  • A self-paced online course. 14 video parts of varying length. Suggested pace is one per week. Time jump links and suggested other videos:
    00:00:00 Part 1. Course Introduction
    • Interaction Artist prototypes: • InteractionArtist 219 ...
    • If possible, gather a group (can be remote) to practice and benefit from peer critique at the end of each section
    ==Section 1: Digital==
    00:57:04 Part 2. General Concepts
    • Cerny Method: • D.I.C.E. Summit 2002 -...
    • Cerny Slides: www.slideshare.net/MustaphaTa...
    • Free intro to game programming: CodeYourFirstGame.com
    NEW addition: bonus video, additional foundational ideas • Is rapid prototyping a...
    1:42:06 Part 3. Custom Controllers
    • Search for Alt Ctrl free GDC videos or projects to browse talks or trailers
    1:54:57 Part 4. Real-Time Gameplay
    • Pinball and game rules research presentation: • Pinball History, Arcad...
    • Chris Crawford's Art of Computer Game Design: archive.org/details/artofcomp... (archive link, out of print)
    ==Section 2: Non-Digital==
    2:22:16 Part 5. Social, Verbal, Parlor
    • No outside recommended links
    2:38:10 Part 6. Analog or Tabletop
    • Check out a couple board game talks available free among GDC (or similar) videos
    2:51:22 Part 7. Physical Sports
    • Look up how to play a sport you've heard of but never played
    ==Section 3: Developing==
    2:58:38 Part 8. What to Take Forward
    • Suggested viewing is included as a clip directly in this section (course excerpt)
    3:21:57 Part 9. Trying Out Teammates
    • No outside recommended links
    3:32:08 Part 10. Preparing for Public
    • My new course (optional, affordably priced): CompleteEveryProject.com
    ==Section 4: Polish==
    3:57:13 Part 11. Levels/Tuning
    • Boom Blox design talk: • Boom Blox level design...
    4:12:25 Part 12. Look and Sound
    • No outside recommended links
    4:22:24 Part 13. Marketing Tests
    • Indie marketing visit for a comics creation class: • Indie marketing guest ...
    • PhD talk about payment models and game design: • Payment Models and Gam...
    • Serious (non-entertainment) Games other models connecting game development skills and tech to educational or business opportunities, and equally relevant for rapid prototyping: thedigitalentertainmentallian...
    • Additional point not covered, but similar to the serious games lens: marketing in the sense of deciding who is the audience you're trying to appeal to can also factor into your design if, for example, you consciously set a goal not to appeal to as many people as possible (a common, albeit wrong, business assumption) but instead to appeal to a smaller group in a way that they'll appreciate more than something which isn't as tailored for them. Consider, as a slightly absurd example for illustration, what if you made a game mainly for people who consider jellyfish as their favorite animal (how many of those people could there be?) BUT those people will find the experience somehow genuinely life changing, and so little else speaks to them at such a direct level that a large percentage of them become outspoken advocates and fans, telling everyone to play it to understand their weird jellyfish friend's deal. That massive percentage even of a much smaller crowd as extremely passionate advocates - who, as another marketing factor to consider, likely are deeply interconnected and talk amongst one another regularly on online jellyfish fan forums and at annual jellyfish fan conventions where they all wear jellyfish hats and shirts with truly outstanding jellyfish puns - might actually move the needle on sales and the number of people proactively pushing your work than if what you make is, say, something which plays like Street Fighter but isn't the real characters or created by Capcom, or something sorta like Call of Duty in concept except if Call of Duty was made by one person spending a few thousand dollars tops. Those audiences are having their needs met, pretty well, by actual Street Fighter and actual Call of Duty. But the diehard jellyfishians? Their needs are essentially unmet, and there aren't nearly enough of them total for Infinity Ward to even bother. This is why an indie game can be about something like "Small-town cat returns to Rust Belt home, reconnects with old friends, and uncovers local mysteries amidst pop culture quips." See how indie marketing is a different game? Anyway thanks for reading so far down.
    ==Outro==
    4:44:18 Part 14. Closing
    • itch.io - game hosting (mostly digital, or PDFs), collections great for teammate portfolios
    • carrd.co - simple custom sites, handy for portfolio, documentation, or explaining how to play your analog game(s)
    • ChrisDeLeon.com - personal site (carrd.co with custom embeds)
    • HomeTeamGameDev.com - my online training site (carrd.co, custom page split)
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