Categories
VR Game Design & Development Class

Homework 2: Aesthetics Of Play

Due 27 January 2020

  1. Watch the video by Extra Credits ‘Aesthetics of Play – Redefining Genres in Gaming’ (linked below).
  2. Think of a game you enjoy (it can’t be one of the ones referenced in the video or from last class).
  3. List the core play aesthetics of that game and describe why the game delivers on each of those aesthetics.
    1. Descriptions cannot just be “because it uses X,” explain yourself fully.
    2. The game you pick must include 2 or more core play aesthetics.

Superstar Submissions:

The main aesthetics of the game “Snipperclips” on the Nintendo Switch is Fellowship and Sense Pleasure. The game requires you to cooperate with a friend or AI, and you must work together in order to form the right shape, or achieve the goal. It plays on a sense of togetherness with a friend, since you have to discuss with that friend while you are playing the game because it is a puzzle game. It also plays on Sense Pleasure, because the graphics of the game are unique in that they are shaped like paper and are cute and have faces on them. The cute expressions on the characters keep you coming back to replay the game because it’s fun making the characters make different faces.

The Legend of Zelda Breath of the Wild’s core game aesthetics are fantasy, discovery, and narrative. Link is a brave knight trying to rescue Princess Zelda from the great threat known as Calamity Gannon in order to save Hyrule from destruction. That definitely isn’t something that happens in our everyday lives. And with all the amazing races and environments to explore, it makes it feel that much more immersive. That leads to the discovery. I can’t even begin to list the enormous amount of freedom and experimentation in this game. For example, using the boulder damaging mechanic and mixing it with the time freezing mechanic, I was able to launch a boulder at monsters in order to clear a path. And the exploration mechanics also tie into the narrative. Discovering new villages, items, and NPCs help show you a bigger picture of the situation that you are in. You can see how the people of Hyrule feel about the dark presence, and how it now affects their everyday lives. Traveling also allows you to discover secret cutscenes that explain the events that lead to the Calamity Gannon awakening. I felt emotionally invested into this world and story, and it drove me to keep on playing and see what else I could discover in this massive map full of magic and adventure.

Categories
VR Game Design & Development Class

Classwork: Pre-Development Practicum (Designing A Video Game)

One student per group must submit the design documentation you worked on in class on Thursday (the 16th). This must be pasted in or uploaded as a document, do not send me a link to a google doc.

All students in a group should be working together and giving roughly equal input. Both of you will be asked to explain your game to the class on Monday and you won’t know who will talk about which parts before the presentation.

The design document must include:

  • A description of the major topic of your video game. (What is the game about?)
    • ex. This game is a visual novel about the daily life of an ODA student. Players will spend time in class, interacting with fellow students and teachers, and making decisions to effect their RISER meter. At the end, their RISER score will determine if they get an A on their quarterly report or if they’ll be asked to leave ODA.
    • hint: write this part last
  • List of key elements of your game (maps, characters, art style, etc.)
  • Expounded descriptions of each key element with enough detail to give readers a clear idea of all the essential components of your game.
    • You should be able to begin programming and doing art for the game after reading this document.
    • Hint: Don’t get stuck on one element! Move on or ask for the opinion of someone in another group.
Categories
VR Game Design & Development Class

Homework 1: Video Game Ideas

Due 16 January 2020

Think of 3 distinct (very different from each other) ideas for video games that you and your partner could flesh out for the pre-development assignment on Thursday. These do not have to be VR game ideas.

You must submit your 3 ideas before class on Thursday. The assignment closes at 10:40am. You need these ideas to do your work in class.

Each idea must include a 3 sentence description. You need to submit a total of 9 sentences to me. No more, no less. In game design you must give thorough descriptions without being too word-y.

Categories
VR Game Design & Development Class

Virtual Reality Video Game Design & Development Syllabus (Spring 2019)

V1.0 – 9 January 2019

Time: G-Period
Location: STEM Center
Instructor: Mr. Delgado (jdelgado@odathunder.org)

Course Description: This course blends computer science and visual art by teaching students how to develop Virtual Reality (VR) video games. The course will be comprised of units focusing on end user experience (what makes games fun and engaging), visual design principles, programming, 3D modeling, and how to effectively use VR technology in a project based environment. Students will gain exposure to adobe photoshop and illustrator, the unreal and unity game engines, the oculus quest, and blender. Through this, students will be able to use the visual arts in conjunction with game design principals to make fun visually appealing video games. Students will then transfer and implement these skills in various VR games and applications they develop over the course of the semester. Students will be required to work collaboratively, and present goals and ideas pertaining to their projects with peers. Students will refine critical thinking skills as they analyze progress and use this knowledge to enhance and improve further iterations of their applications. This non-traditional 21st century course will implement alternative assessment strategies throughout the semester. Making games in VR, a rapidly advancing technology, will require students to be willing to take risks and incorporate feedback as they maneuver in this cutting edge field.

Course Website: The majority of class communication will occur via Canvas. This is also where I will post reference material such as video tutorials. Students will be expected to check canvas daily to ensure they are aware of assignments and due dates. It is highly recommended that students turn on email notifications on Canvas to receive updates when changes are made to the canvas site such as adjusted due dates and new assignments being posted.

Materials: Students are expected to bring their laptops (with the necessary software, Blender, downloaded) to every class along with their laptop chargers. Students must also bring paper and pencils to class as we will be doing a lot of our pre-development and design work on paper.

Class Requirements: The course will be broadly broken down into large topics that will revolve around a game the students will make in small groups (2-3 students). Each topic will typically last a couple weeks.

Students will be able to select their own groups, but they must work with people they haven’t worked with before. Students will have small homework assignments to complete. These will primarily revolve around discussions we will have in class about some aspect of game design or the video game industry itself.

There will also be regular small quizzes in class to asses what you’ve learned. Students will not be told when these quizzes will be given. These aren’t meant to be difficult, just to make sure everyone is following along. The lowest 3 quizzes will be dropped, but if you miss class when we have a quiz, you may not take the quiz at a later date. The 3 dropped quizzes are meant to account for these potential missed classes, but students will still be expected to complete work on time even if they have excused absences.

Grading:

  • Projects: 70%
  • Class Participation: 15%
  • Quizzes: 10%
  • Homework: 5%

Late Work: For every 24 hour period after the time an assignment is due, 10 points will be removed. After 3 days (36 hours) the point value will be cut in half (turning in a perfect game will only get you 50%). Students will not be given time to work on late assignments in class. If students need time to finish an assignment beyond what is allotted in class, they are expected to schedule a time with me to come in and use the school’s laptops. I will always prioritize assignments turned in on time, so late assignments may be graded and returned later than work turned in on time.

Units:

  1. Design Documentation
    • How game makers show their work
  2. Pre-Development
    • Planning is everything
    • How to think like a game designer
  3. Setting up unreal engine and blender
  4. Making and interacting with objects
  5. Moving in your environment
  6. UI/UX Design
  7. Unique Game Mechanics
  8. Selling Your Game!
    • Making a trailer
    • Making a website to sell your game
  9. Designing With A Purpose