Interactive Media & Game Development Worcester Polytechnic Institute |
IMGD |
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Due date: Sunday, September 9, by 11:59pm
(Team Member list due by Wednesday, September 5, by 11:59pm)
Objective: |
This is the second project in a series of related projects that you
will be doing over the course of this term. The end-goal of these
projects is to expose you to the overall process of game development
by introducing you to the facets of design, content creation,
programming and testing. As an outcome, you and a small team of peers
will be creating a working video game prototype. This project focuses
on documentation and the decisions that must be made early in the game
development process. Grading for this project will be somewhat
flexible based on the emphasis of your treatment (see the Grading
section for details).
You must use Game Maker for your game. |
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Motivation: |
All games begin with an inspired idea. The idea may come as a sequel
to a previous game, a license to make a game from a film, or even an
original game concept. But an idea alone is not a design for a game.
The idea must be elaborated upon to the point where the various team
members can begin their work. No matter what role you play as a
developer, your tasks will be shaped by the design. Programmers will
need to make good on the promised features. Artists will need to
bring the various characters and places to life. Designers will need
to put the world together in a way that is entertaining. Testers will
need to verify and test the resulting experience, and communicate
shortcomings back to the rest of the team.
Since design documentation is integral to every role in the game development process, it will benefit you greatly to better understand design documents. The purpose of this assignment is to familiarize you with reading and understanding design documents, to stimulate your thinking about how the various aspects of a design relate to each other, to exercise your ability to expand a small idea into a full design, and to improve upon your skills at writing documentation that is meant to be read (and understood) by other people. |
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Details: |
For this project, you should form a group of 3 people. Each group
will be responsible for writing a Game Treatment document of at least
2,000 words. The treatment should be for a game of your own design in
the genre of your choice. The purposes are to think about design
decisions, to develop your ideas to a good level of detail, and to
express those ideas clearly in writing.
The first step in completing this assignment is the formation of groups. You are to form groups of 3 students on your own. Please utilize the class mailing list, as necessary, to get in touch with other students who are looking for a group. Email a list of your team members and a team name to imgd1001-ta at cs.wpi.edu by Wednesday 11:59pm. If you do not have a group by Wednesday mid-day, please contact the instructor and TAs and we will help match you up with a group. The format for your treatment will be an abbreviated format loosely based on the one in On Game Design (Rollings and Adams, 2003) (don't worry if you do not have this book, but you might borrow one to skim sometime). A notable exclusion is any sort of business documentation such as executive summary, market analysis and competition analysis. The intent is to keep the focus of this project focused on the development side, rather than the business side. The draft should be about 2,000 words long (longer, if needed), and must contain the following elements:
Along with the above sections, feel free to supplement your treatment with any of the following optional elements: mocked-up screenshots, concept sketches, sample level designs, backstory, character descriptions, game balance discussions, and etc. You can download this example final treatment to get and idea of what these could look like. Finally, you must write a short README (as a separate text file, or in the last section) that describes where you put additional emphasis in your treatment. The extra emphasis can be additional art elements, details on game balance, more backstory or puzzle/challenge details, or whatever is appropriate for your game idea. The README should both say where the extra emphasis was placed and why. This README will be used by the TAs to weigh the grading (see Grading below) for your document. Note, this section itself will be worth some points. |
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What to Submit: |
All documents are to be submitted electronically via turnin by midnight
on the day the assignment is due. Each document should list the names of every member in your group somewhere on the first page. Make sure to include the README file as well (or include it at the end of your main document). When you are ready to submit, zip everything up into a single archive file. Name the file TeamName_proj2.zip. You will use the new Web-based "Turnin" facility to submit your work. Information about submitting can be found here: http://web.cs.wpi.edu/~kfisler/turnin.html. Choose one of your team members to submit the document.
Use your WPI user ID should be used to login, and you should have been
emailed a password. |
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Academic Honesty: |
Remember the policy on Academic Honesty: You may discuss the project with others, but you are to do your own work. The official WPI statement for Academic Honesty can be accessed HERE. | |||||||||||||||||||||
Grading: |
All team members will receive the same grade for this assignment. Later assignments will ask team members to rate team member performance.
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Resources: |
The Doom Bible (pdf)- Design document for Id Software's classic First-Person Shooter. It is interesting to note the differences between this document and the final game. Capture The Dude - an example of a design doc written by former DigiPen student Doug Quinn. The book On Game Design, by Andrew Rollings and Ernest Adams (New Riders, 2003. ISBN: 1-5927-3001-9) has an example game treatment document. |
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