This is a Blog created to talk about the experiences in Intro to game development by: Joshua Tavares Dos Santos.
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The Prototype Life (Lecture 6)
On this day in gamedevia we actually got graced with the presence of a different senpai, who came and taught us all about prototypes and their importance in this world of gamedevia.
We first learned the general definition of a prototype to then learning about the different types of prototypes that are used for development of almost everything from apps to full out new games.
However before we spoke about them we learned about being creative. Now i don't mean just mean being taught to think outside the box, i mean more of a case of thinking outside the box. We were told a unique way to break our mentality of what always works for something more different. It is called a IDEO Tech-box. This is used for brainstorming and determining a different strategy of what too make. It is also used too help make a prototype and not be repetitive.
Now it is time for the different types of prototypes. The first and most memorable prototype in my opinion is the paper prototype. http://www.youtube.com/watch?v=dTR7gbsF7Os
This link shows a different example of a paper prototype for an online version of the board game Trouble. The whole point shows exactly how the program or software will work in detail. You end up using sticky notes, paper cut outs, almost anything that can represent from the menu or pieces. I could imagine myself doing this when I make my games in future years or even this year (especially for some xp *hint hint hint*). Also it would make sense to see if it is practical and if people will understand the program.
The net major thing is related to low fidelity, medium fidelity, and high fidelity prototypes. Each type of prototype is valuable for testing and feedback purposes. However the best way to go about it to test your product is using a low-fi product. When it is low-fi it was easier to change and people acknowledge that it is prototype and give feed back. It is completely possible to do it with the other two but it is recomended to use low. Also by the time you use the other two it is possible to be more towards the final touches of the game. Another form of prototyping that is done is storyboarding. It is done before anything listed above however it is very important to get it done for a successful prototype.
That was another adventure in gamedevia, and another knowledge quest stored into the scrolls of our history. GGWP all.
Joshua Tavares Dos Santos
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The Adventures of Ubisoft Montreal! (Lecture 5)
On the 5 lesson in Gamedevia, we actually got company in the form of a senpai named Alston Tan who attended a summer internship at Ubisoft Montreal. When he came to our lecture, he discused many quests that he had endured while being their. However he came bearing gifts of knowledge for us, to help make our experience better.
At first he was talking to us about what the program was about and that we should participate in it. I personally see a point in attending this program in 3 more years. Next of all he started getting into the meat and potato's of what we needed to know how to make a game. He first told us a difference between the designer and developers. The designer's end up making all the outlines for the games from story to backgrounds. It is up to the developers to take this vision and bring it to life. Another thing he brought up was the process work to prepare to make the game. It was also brought to our attention of how quality to make a game works. To make a good game you need time-quality and cost to consider. Quality is even broken down to processes, tools,and talents.
Another not so known thing that we learned was were the development strategies: The persona, think 8, and agile scum. The persona is used to create a game around a certain market, agile scum is used for the development waterfall that goes like: plan build test review and deploy. Think 8 method is broken down to 8 purposes that need to be planed for: purpose, message, tone, characters, content, structure, style, and impact. Finally we learned about the RGD more specifically the variety matrix. This is used as a way to determine what can and cant be done at a certain point in the game.
After playing this game i saw all these implementation placed in the game. The overall experience of the game was good because they combined all these tatics as well as the ones from the last lecture( 4).
Overall the experience was great and i look forward to participating in this internship in the coming years. Until next time gamedevian's.
Sincearly:
Joshua Tavares Dos Santos.
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The Course Content Lecture 4
So making it into the third lecture of the semester and we are all coming to learn all the mechanics of games that we had seen all the time but ignored. It is well known to us now as the MDA structure.
To make sense of this we first learned what MDA meant. It means Mechanics, Dynamics, and Aesthetics. It was also brought to our attention things such as Second order design, good and bad decisions, flow theory, and 10 principles to help design a game. To make sense of these rules it is best to review a game that implemented all these tactics.
The game that comes right to mind is the Legend of Zelda series. To start it is best to look at The Legend of Zelda twilight princess. In this zelda game we are presented with numerous situations that were discussed in this lecture. So like any other game, Twilight princess has its core mechanics of what you are allowed to do and what not. In the game you are allowed to travel the open world freely on horse back, however some areas the horse is not allowed to go to. The other thing the game is known for is how to use what you are given in unique ways to survive or even get past a certain point (also known as Dynamics). When looking at this Zelda game it is made clear when you attempt the trial test, that you have to use all the items you have gotten in the game to survive and make it to the bottom to win. I know that to this day i am doing something wrong because i have not made it to the bottom due to running out of resources. Even when it comes to the secondary, more uncontrollable design elements this game shines. When it comes to the game developing its player experience, it is on a high note. The experience of the game rewards the curious explorers, to even the type of person that just wants to get on with the game and finish it. As stated earlier the game gives you items but how you use them is up to you. It can also be seen that the use of Simple Mechanics such as the items can be used to solve complex puzzles.
Now every game has a certain aspect to it that has a decision that needs to be made. The bad type of decisions to not have in a game are meaningless, obvious, and blind decisions. When it comes to a meaningless decision the best example comes from the newer 3D Mario games. More specifically in the Super Mario Galaxy series, when talking to the npc's they sometimes ask a question and we get a choice of answer. However it does not matter what answer you will take because the result will be the same no matter what. A good example for an obvious decision comes from a game known as Legend of Zelda Ocarina of Time. It is well known that when you speak to princess Zelda for the first time she tells you the story about Hyrule being in danger. She then proceeds to ask do you want to help. Considering the situation it is obvious to help especially considering you have completed one dungeon already. As for a blind decision it comes from making a decision and not knowing what the outcome will be. Interesting decisions however are a different story.
When making interesting decisions it is what can make or break the game. One game that comes to mind that has the majority of all the decisions is known as Saints row 3. One decision that can be made is choice of actions. As you play they offer you a choice of doing one thing or another. For example getting discounts on guns or discounts on cars. Another decision that can be made is short term versus long term. The best way to put it is in the game you can buy property and chose upgrades. You have to decide which upgrade will be good now or later. The next decision that is made is social information. This game is based off of gang wars, so making a decision about which gang to destroy is key. The final decision making problem is dilemmas. Like GTA you are accompanied by many problems such as who to take on, where to go, avoiding cops, and saving fellow group mates.
One last major concept taught was the flow theory and 10 major concepts of being a game designer. When it comes to flow theory it is as simple as this. It can not be as rage inducing as the game quop, and cant be as simple as slender. When it comes to the 10 major concepts of being a game designer were made by a man known as Zimmerman. He made these concepts in order to make a concept of a game very successful.
All in all this is the majority of what was covered in my fourth adventurein the mystical land of Gamedevia
Sincerely
Joshua Tavares Dos Santos.
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The law of the land!
Well this course is going to be an interesting experience. Dr Nackle at first started the lecture by mentioning that this course is a game. Then i sat there saying to myself "What do you mean it is a game, i take my courses very seriously". As he went on with the explination of the course i came to like the class. He explainded that the course will function on a guild based xp gaining experience. All the "assignment" are called quests and are given to us by our quest giver, or better known as Joao. In order to do certain quests you must have gained a certain amount of xp before that spawn time. Like wise certain quests can only be given by our quest giver. We are aloud to farm certain quests depending on certain guidelines and limits. All quests have to be handed back to the quest giver NPC. I consider this like an RPG style of game/course. Another thing we learned is from now on we will be looking at games from more of a developers perspective instead of a player perspective. For example instead of only looking at the rules on how to play, we now look more at fantasy level, risk, gaining any real world rewards, level of compitition, amount of decision making, and much more. Also we even learned a more complicated way to play a game of tic tac toe. We must also look at games from a critic perspective in order to understand how to create one. So far the is the law of the land Gamedevia.
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