ah teaches game design and development (Going with the flow lecture)
Going with the flow
Lecture outline
Planning out your game and prototyping. Lecture slides will be made available on the day of the lecture.
Game development process
At this point we have worked through a portion of the game design process:
- Conceptualize
- Prototype
- Playtest (P3)
- Evaluate (P3)
Conceptualize
Developing an idea and the experience. We have talked about a variety of different frames for thinking about game design:
- MDA framework
- Game loops
- Rules
- Mechanics
Ideas
(Schell, 2019)
- Think of an idea.
- Try it out.
- Keep changing it and testing it until it seems good enough.
Having a core
Before getting to prototyping you want to have a clear 'core' to what you are proposing. Think back to our first project and how we tried to define the 'core' of what we are building.
Prototype
A prototype doesn't require code.




Prototype the core
A prototype isn't about showcasing all of your game. Explore the core or a small subset of the gameplay. Keeping the prototype small makes it easier to see where there are specific problems in what you are proposing/testing.
Playtesting and evaluation
We will expand on playtesting and evaluation in the coming weeks, but there are different ways we can consider playtesting:
- Checking mechanics
- Exploring the core game loop
- Debugging
Debugging
Let's do a little bit of debugging with your games at this point. Please open up your games and let's try:
Understanding the game:
- When you press the button does the system respond?
- Is it clear what your button press does?
Interaction testing:
- Tapping the button very quickly and continuously.
- Double-tap the button.
- Holding the button.
Today's critical play
We will be playing 'Spaceteam' in two phases:
- Accessibility of the game.
- Comparison of the physical vs digital game.
Accessibility
Critical play (Part 1)
What kinds of concerns in accessibility are there with the following:
- Hearing disabilities
- Visual disabilities
- Reduced mobility
Physical vs digital
Critical play (Part 2)
Questions to respond to:
- How would you describe the change in experience?
- What about the game has changed?
- Do you have a preference? and why?
Questions?
Any questions about the critical play reflection?
Code tutorial
Today's tutorial covers dealing with creating game states and collisions.
Collisions
Today we are going to do an axis-aligned bounding box (AABB) collision detection.
To the computers!
Break time!
Please return for class in 10 minutes