Introduction to game development 2005 – this year we expanded the course somewhat. We began with holding a concept document workshop, were students were given roles and fitting tasks to perform. The class (now conveniently divided into teams) then got to choose from this pile of concepts to implement.
So the recipe is simple:
hold a concept document workshop where people are given responsibilities to fulfill.
give them tools (Flash and Photoshop) and point to info and tutorials (online)
teach them how to make a simple space shooter, and a little Photoshop.
Tell them “Choose a concept, work in this group, deliver a game on this date”
Like magic – they’ll come running with scissors games. 🙂
Introduction to Game Development is a crash course attended by all first year students in the autumn. It’s true shock-treatment and touches briefly on all issues of game development: simple engine building, 2D physics, implementing game logic, drawing sprites, animating characters, getting content from the artists in the game, synchronizing visual style through the use of mood boards, creating task lists, artifact lists, usability, common project related problems, common cooperation problems and how to get several people to all contribute to a single solution, a final goal.
The games themselves range from basic Breakout and Pong-clones, to simple toys like Bomb & Rabbit to truly original designs like Petal Pusher or Holysm. But most importantly: what is picked up from this one important course is generally applicable to all projects throughout your time at GAME.
Promqueen is a satirical life simulator letting you be a girl in her late teens. To succeed, you must experience an everyday life where managing relations, keeping boyfriends at bay, sneaking in through the window and climbing the social ladders are important matters. The goal of the game is to become Promqueen, but it is a long hard road getting there…