REDEFINIG GAMES WHY DO WE PLAY? WHY DOES AN ARTIST CREATE? WHY DO WE PLAY MUSIC? WHY DO WE DANCE? WHY DO WE HAVE FUN?

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REDEFINIG GAMES WHY DO WE PLAY? WHY DOES AN ARTIST CREATE? WHY DO WE PLAY MUSIC? WHY DO WE DANCE? WHY DO WE HAVE FUN?

REDEFINIG GAMES Games can combine all art forms, physical, & social interactions into a unique experience.

REDEFINIG GAMES Using all the senses we can explore new novel forms of expression using Sight, Sound, Touch, Smell, & Taste

REDEFINIG GAMES Current games have a huge focus on Video/Sight, & largely ignore the huge opportunity to explore rich Sound, Touch. How does VR and other new technology add to this redefinition?

TECHNOLOGY WAVE 2015 Wearables VR headsets Finger/Hand Tracking Brainwave Readers Eye Tracking Haptic Feedback

TECHNOLOGY WAVE ACUISITIONS Facebook Acquired Oculus http://www.forbes.com/sites/briansolomon/2014/03/25/facebook-buys-oculusvirtual-reality-gaming-startup-for-2-billion/

OCULUS/FACEBOOK

TECHNOLOGY WAVE ACUISITIONS Microsoft Acquires Minecraft/

TECHNOLOGY WAVE ACUISITIONS Microsoft Hololens & Surface

AUGMENTED REALITY Vuforia plugin for Unity

VR VIVE TRACKING ROOM HTC & VALVE

VR VIVE TRACKING ROOM HTC & VALVE

NOD FINGER TRACK W/BUTTON

APPLE WATCH

BRAINWAVE READERS Emotive

HAND TRACKING & WEARABLES David Holz CTO Leap Motion http://blog.leapmotion.com/david-holz-quick-peek-futurewearable-displays-inputs/

TECHNOLOGY WAVE ACUISITIONS Mixamo Acquired by Adobe

SUGGESTIVE MODELING CHARACTERS/CHIMERAS

PROCEDURAL MODELING HARD SURFACE

PROCEDURAL MODELING SIGGRAPH TREES/ARCH

PROCEDURAL MODELING LEVELS SKYRIM/CITIES

PROCEDURAL MODELING SPEECH/GESTURE CONTROLS

TECHNOLOGY WAVE FREE!! Autodesk for education (.edu) FREE Unreal Engine FREE Unity almost FREE Sculptris/Gimp FREE Some new hardware Dev Kits are free

GAME DEV RESOURCES Gamasutra/GDC www.gamasutra.com Games for Change https://www.youtube.com/user/gamesforchange Extra Credits https://www.youtube.com/user/extracreditz Zero Punctuation, "Yahtzee" Croshaw http://www.escapistmagazine.com/videos/view/zero-punctuation

GAME DEV TERMS/TECHNIQUES Level Design Concept Art Modeling Rigging/Animation Particles/FX World Building Ai Programming..many more Gameplay Programming Lighting Shaders, Materials Texture/UV Mapping Scripting UI/GUI/UX Design Sound/Music Designer

GAME DEV TERMS/TECHNIQUES KitBashing https://en.wikipedia.org/wiki/kitbashing Game Jams http://globalgamejam.org/ http://www.indiegamejams.com/about-us/

PLAY Focus on tasks that are satisfying to complete. This means to make a game challenge fun, one must balance how much work it takes to accomplish a task. To create flow, the activity must be goal directed and bounded by rules, that could not be done without the proper skills. The uncertainty of the outcome makes the activity challenging.

STRUCTURED VS OPEN PLAY STRUCTURED VS FREE (OPEN) PLAY

GAMEPLAY ELEMENTS Tools Rules Skills, Strategy, or Chance Single vs Multiplayer

GAME TYPES SPORTS TABLE TOP VIDEO GAMES ROLE-PLAYING GAMES BUSINESS GAMES SIMULATION

TABLE TOP SUBSET Board games Dice games Miniature games Paper and pencil games Tile-based games (e.g. Mahjong, Dominoes, Anagrams) Role-playing games

TABLE TOP QUICKLOOK Board Game Geek https://boardgamegeek.com/ Origins Game Fair GenCon

VIDEO GAME SUBSET Genre (Action, Platformer, etc) https://en.wikipedia.org/wiki/list_of_video_game_genres Platform (Mobile, PS, Xbox, PC, etc) Gameplay Style Visual/Narrative Style

MAKING A GAME WHERE TO START? PLAYER OBJECTIVE CORE MECHANIC CHALLENGE

PLAYER INTERACTIONS Single Player vs Game Player vs Player Multiple Individuals vs Game: Multiple players vs Game System, but in the company of others, like Black Jack. Multilateral Competition: 3 or more players, everyone vs everyone Unilateral Competition: 2 or more players compete against one player Cooperative Play: Players vs Game System Team Competition: Team DM or CTF

TYPES OF PLAYERS Competitor Explorer Collector Achiever Joker Artist Director Storyteller Performer Craftsman

The Competitor Plays to best other players, regardless of the game

The Explorer Curious about the world, loves to go adventuring; seeks outside boundaries physical or mental

The Collector Acquires items, trophies, or knowl- edge; likes to create sets, organize history, etc.

The Achiever Plays for varying levels of achievement; ladders and levels incentivize the achiever

The Joker Doesn t take the game seriously plays for the fun of playing; there s a potential for jokers to annoy serious players, but on the other hand, jokers can make the game more social than competitive

The Artist Driven by creativity, creation, design

The Director Loves to be in charge, direct the play

The Storyteller Loves to create or live in worlds of fantasy and imagination

The Performer Loves to put on a show for others

The Craftsman Wants to build, craft, engineer, or puzzle things out

OBJECTIVES Capture: Take or destroy something from an opponent without being captured or killed yourself. Chase: Catch or elude your opponent Race: Reach a physical or conceptual goal first. Alignment: Create certain arrangements or configurations in game. Rescue or Escape: Forbidden Act: Get the competition to break the rules, make a wrong move, etc. Construction: Build, maintain, or manage objects such as Sims. Exploration: Explore game areas, but usually combined with other objectives. Solution: Solve a problem or puzzle before the competition. Outwit: Gain or use knowledge to defeat your opponent, such as Jeopardy!

CHALLENGE Focus on tasks that are satisfying to complete. This means to make a game challenge fun, one must balance how much work it takes to accomplish a task. To create flow, the activity must be goal directed and bounded by rules, that could not be done without the proper skills. The uncertainty of the outcome makes the activity challenging.

Skills: Can be Physical, Mental, Social, etc. Action and awareness blend together. Clear Goals and Feedback: Providing a clear goal, with direct feedback of good/bad actions helps keep the player engaged in the game. Concentration on the Task at Hand: Creating a state for the player so they are only conscience of the here an now is critical to creating flow. The Paradox of Control: One can only feel in control if they are truly not in total control so that the outcome is still uncertain. The Loss of Self-Consciousness: One must be so immersed as to care little about protecting their ego. The self then may expand through the acts of selfforgetfulness. The Transformation of Time: Usually time will seem to pass much faster, but in some instances of Flow, the player may experience an extremely long time distortion, say in the middle of a fast, but intense Boss-battle, time may seem to pass very slowly with each move happening in vivid clarity, like the final seconds determining the outcome of a sports game. Experience Becomes the End to Itself: When most of the above conditions are met, we begin to enjoy the activity so much that to experience it is more fulfilling then the end goal or outcome.

DRAMATIC ELEMENTS Tracy Fullerton Game Design Workshop A Playcentric Approach to Creating Innovative Games Challenge Play Premise Character Story World Building The Dramatic Arc

PLAYER ENGAGEMENT Levels of Engagement: Players may be engaged at different levels to find the same enjoyment in a game. Spectator vs. Participant? Games as Art, Real Learning (Serious Games), Interactive Experiences (Music/Cinema)

PREMISE Establishing the the action of the game within the setting or metaphor. Traditional Exposition: Premise is handled in traditional story telling through an early Exposition that sets up the time, place, characters, and their relationships.

CHARACTER Main Character is the Protagonist: Can be a predesigned character or player created avatar. Free Will vs. Player Control Tri-Dimensional Character Creation Physical Mental Social

STORY Most games have an elaborate premise (or Backstory) that has an ending determined by the players actions. This gives setting and the context for conflict, and can create player motivation. We can set the stage & allow the players on the stage & audience to create their own collaborative story & experience.

DRAMATIC STORY ARC

PLAYERCENTRIC DESIGN

RAPID PROTOTYPING & EMERGENT GAMEPLAY Get your core mechanic & challenge prototyped quickly Allow the tools & technology to become part of your design & the creative process Embrace happy accidents & gameplay that evolves through play & testing

KEEP IT SIMPLE TO START LEVELS OF ABSTRACTIONS