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PROFESSOR 1: So today
is all about you.

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00:00:26,170 --> 00:00:28,570
We are introducing Project Two.

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We are starting off with
the Project One pitch

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presentations, then
we're going to have

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prototype demonstrations.

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00:00:34,500 --> 00:00:36,560
The idea is that
everyone in class

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should have heard about all
the games that were made

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and should have at least
seen all the games be played.

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it's going to be
kind of difficult,

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but we're going
to try to do that.

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After that, we're
going to form teams.

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So we're going to choose a few
of these games and form teams

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around them.

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And then after that,
assuming we have time left,

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we're going to work
in our new teams.

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You're going to rewrite that
Project One vision statement

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00:00:56,470 --> 00:00:59,250
and you're going to modify
the paper prototype on volume

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here has a group just to kind
of see what the mechanics were

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00:01:02,215 --> 00:01:05,150
and what you're going to
have to do for Project Two.

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00:01:05,150 --> 00:01:08,450
So starting off, Project Two--
it's another low fidelity

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prototyping, but
this is more digital.

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So you're going to actually
make a digital game.

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We're asking to create
this digital prototype

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in a short time frame.

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00:01:16,330 --> 00:01:18,800
You had about a week
to do Project One.

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00:01:18,800 --> 00:01:22,430
You're going to have about
two weeks to do Project Two.

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00:01:22,430 --> 00:01:24,374
There will be some of
the work done in class.

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00:01:24,374 --> 00:01:26,540
Unfortunately, it's not
going to be the programming.

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That's going to happen
outside of class.

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00:01:28,110 --> 00:01:29,750
In class, we're doing
a lot of the meetings

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00:01:29,750 --> 00:01:31,875
and a lot of the project
management stuff in class.

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00:01:31,875 --> 00:01:34,150
And we'll be walking
through a lot of that.

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00:01:34,150 --> 00:01:36,944
You're going to be basing that
game off of a Project One game.

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00:01:36,944 --> 00:01:39,360
And then yeah, we're going to
integrate project management

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00:01:39,360 --> 00:01:41,818
concepts into your process,
and we'll be talking about some

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00:01:41,818 --> 00:01:44,830
of that stuff
starting Wednesday.

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00:01:44,830 --> 00:01:46,870
Extra goals-- you're
going to be working

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00:01:46,870 --> 00:01:49,300
as a team for the first time
using a common game engine.

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00:01:49,300 --> 00:01:51,960
So hopefully some of the
lessons from that game

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engine tutorial we did
last week work out-- I

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think that was last week,
yeah-- work out for you.

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00:01:58,392 --> 00:02:00,100
You're going to be
doing version control,

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00:02:00,100 --> 00:02:02,200
so it looked like
we had everybody

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able to use some kind of version
control with all those engines.

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That's a good sign.

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00:02:06,440 --> 00:02:08,380
And then you're also going to be
managing your time commitments.

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This is the first
time you're going

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to have six people on one
project for this class,

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and then you're going
to continue like that

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for the rest of the semester.

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So coming up with
strategies on how

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to work with each other, how
to maximize the work you do

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in person, and what you
can do when you're not

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next to each other, when you're
working from your dorm room,

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from a study area,
things like that.

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So the deliverables
for this one-- today,

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we are going to do this
workshop, this team information

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workshop.

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On Wednesday, we're going to
be work shopping the product

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backlog, and you're
going to be turning in

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to Stellar-- actually, I
meant the vision statement.

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But on Wednesday,
by the end of class,

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we'd like you turn
in the Stellar

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an updated vision statement.

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So take the statement you were
working on for Project One,

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modify it based on
the new team you have.

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You'll do a little bit
of that today in class,

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and then you'll turn it in by
the end of class on Wednesday

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to Stellar.

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The following week, you're
going to turn in to Stellar

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before class starts a
product backlog based

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on the workshop you
did the week prior.

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And in class, we're going to
talk about sprint back task

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lists.

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So you don't know what a
sprint task list is right now.

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You don't know what
estimates are right now.

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You'll be working
on that on Monday,

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and then each team will give
a short presentation to us

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about the work that you did.

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On Wednesday you'll turn in
that task list you created.

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And in class on
Wednesday, we'll be

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playing all the digital games.

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So you have to have
something running

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by Wednesday at 1:00 PM.

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It could be running and broken.

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You might not get much
good feedback out of it,

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00:03:36,910 --> 00:03:40,850
but it must be running
by Wednesday at 1:00 PM.

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00:03:40,850 --> 00:03:43,460
And then the following
Monday, the project is due.

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Yeah, really, really short.

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On Stellar you're going to
turn a whole bunch of stuff.

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All of your games should
compile out to HTML,

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either be playable on a website
or use a website plug-in

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like Unity or Flash or whatnot.

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So there is more details
in the handout in Stellar.

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I updated that this morning,
so please take a look at that

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once your teams are formed.

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00:04:03,695 --> 00:04:05,361
So it's probably one
of the first things

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00:04:05,361 --> 00:04:07,640
you should do is take a
look at those requirements.

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Again, you'll need a
written a written postmortem

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from each of you.

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00:04:10,654 --> 00:04:12,320
We'll ask for a design
change log, which

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your first entry will be today.

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00:04:14,785 --> 00:04:16,410
You'll need an updated
vision statement

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if anything changed from the
one you turned in on whatever I

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said it was, Wednesday.

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If anything's changed,
you'll turn it in again.

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And you'll be doing
focus test reports.

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So we're doing
some focus testing,

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00:04:28,560 --> 00:04:32,310
some testing in the next week.

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And then, you'll also do
a postmortem presentation.

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And so, this presentation
will actually

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00:04:36,425 --> 00:04:39,460
be five minutes per team.

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00:04:39,460 --> 00:04:42,925
The requirements
are on the handout,

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00:04:42,925 --> 00:04:45,640
and we'll talk about it a little
more later in the next week

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00:04:45,640 --> 00:04:46,140
or so.

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But basically, it's
tell us what went right,

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00:04:48,820 --> 00:04:52,190
tell us what went wrong,
tell us what you learned.

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00:04:52,190 --> 00:04:54,809
We don't necessarily want to
see the game being played.

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00:04:54,809 --> 00:04:56,850
We want to see what you've
learned from the game,

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so highlight that with
screenshots, with video, stuff

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like that.

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00:05:02,010 --> 00:05:04,740
All right, so this is what
we're doing for the next--

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we've got 15 slots-- so for
the next 15 or so minutes--

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00:05:09,230 --> 00:05:10,880
elevator pitches.

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Why are we asking you
to do an elevator pitch?

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If you can succinctly describe
your game in one minute,

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it's probably pretty well
scoped for Project Two.

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Also, you probably have a handle
on what you're actually making.

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You know what the game's about.

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00:05:25,540 --> 00:05:27,590
You can describe the
game to another person.

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00:05:27,590 --> 00:05:29,320
To us that means,
great, that project

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00:05:29,320 --> 00:05:31,562
is probably going to be
a Project Two project.

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If you have a little bit of
difficulty describing it,

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if you go a little
bit over time,

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00:05:35,144 --> 00:05:38,420
we're going to allow you
to go over time, but don't.

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00:05:38,420 --> 00:05:39,790
Why do I even tell you that?

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00:05:39,790 --> 00:05:43,040
I just messed
everything up, didn't I?

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00:05:43,040 --> 00:05:45,520
But if there's some
issues going on with that,

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00:05:45,520 --> 00:05:48,880
that'll let us know a little bit
about the scope of the project.

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Don't show us the game, don't
use visuals, don't use laptops.

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You're in an elevator
with an executive.

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They said, fine, you
got a minute of my time.

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Tell me what you're
trying to do.

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Bam, convince them
that your game is cool,

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00:06:00,110 --> 00:06:01,820
depends on what your game does.

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In this particular case,
we want to know why it's

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about planning for randomness.

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Remember, that's our design
constraint for the Project

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One and Project Two.

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What about your game is
planning for randomness?

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What is the core piece
of game play in it.

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00:06:14,580 --> 00:06:16,110
Remember in your
vision statement,

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00:06:16,110 --> 00:06:17,609
in one of the
versions, we asked you

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for 20 or 30 seconds
of game play.

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That's a great thing
to put in a pitch.

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So you've got all the material,
just take your minute, go.

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Afterwards, we're going
to do demonstrations,

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and I'll bring that
slide up later.

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But basically we're
not going to just rely

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on you talking about your game.

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We're going to be able to see
all the games being played.

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00:06:36,070 --> 00:06:38,070
And we're going to, again,
try to get everybody

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able to see all the games
being played if they

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haven't been played already.

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And after that, we're
going to try to form

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teams, which is really hard.

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So that comes later.

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All right, any questions
before we move on?

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Any additional
comments from y'all?

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Oh yeah, remember to check
handout 2 on Stellar.

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So yes.

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00:07:02,260 --> 00:07:03,540
by the end of class today.

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00:07:03,540 --> 00:07:06,580
All right, so first
team is Lazy Beaver.

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00:07:06,580 --> 00:07:08,480
Again, you only need
one person from the team

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00:07:08,480 --> 00:07:10,360
to come up if you don't
all want to come up.

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Come up here, stand
about right here,

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there's a microphone right here.

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It'll capture you-- talk.

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00:07:16,807 --> 00:07:17,890
Lazy Beaver, come on down.

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STUDENT 1: All
right, hi everyone.

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00:07:28,460 --> 00:07:30,590
Our name is called Lazy Beaver.

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Lazy Beaver is a
survival game in which

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players must take on a chaotic
world full of surprises.

191
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These surprises come in the form
of random environmental events

192
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such as hurricanes,
predators, and even Ebola.

193
00:07:41,950 --> 00:07:43,810
The player takes
one action every day

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which either replenishes or
depletes their finite resources

195
00:07:47,260 --> 00:07:49,500
with the objective of
surviving the elements in order

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00:07:49,500 --> 00:07:52,080
to build a set number of dams.

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Since the environment
is so unpredictable,

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the player must carefully
plan their actions or risk

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00:07:57,410 --> 00:08:00,250
losing by running out
any of their resources.

200
00:08:00,250 --> 00:08:02,580
This lets the player
either choose to be risky

201
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or play it safe.

202
00:08:04,400 --> 00:08:07,145
The digital prototype will
maintain the same core gameplay

203
00:08:07,145 --> 00:08:09,840
of choosing actions,
reacting to the environment,

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and preparing for disasters.

205
00:08:11,860 --> 00:08:14,060
We will take the opportunity
to carefully balance

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00:08:14,060 --> 00:08:16,820
events and resources to tune
the difficulty to appeal

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00:08:16,820 --> 00:08:19,000
to all types of players.

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Lazy Beaver should
move on to Project Two

209
00:08:20,745 --> 00:08:22,730
because during
testing players found

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our game both delightful
and difficult.

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Also, the technical
scope of the game

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is fitting for Project
Two's timeline,

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00:08:28,540 --> 00:08:30,170
and the mechanics
of the game are well

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00:08:30,170 --> 00:08:32,086
suited for the preparing
for randomness theme.

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00:08:38,738 --> 00:08:40,450
PROFESSOR 1: Dragon's Lair.

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00:08:40,450 --> 00:08:41,872
Come on down.

217
00:08:47,104 --> 00:08:48,270
STUDENT 2: Hello, everybody.

218
00:08:48,270 --> 00:08:51,060
Our game is called
Dragon's Lair.

219
00:08:51,060 --> 00:08:53,100
The game's point is
you are an adventurer

220
00:08:53,100 --> 00:08:55,420
and you come into
a dragon's lair.

221
00:08:55,420 --> 00:08:58,420
You have 20 actions you
take, but after every time

222
00:08:58,420 --> 00:09:01,345
you take action, the dragon
destroys one of them.

223
00:09:01,345 --> 00:09:02,970
The point is you want
to try to collect

224
00:09:02,970 --> 00:09:04,520
as much gold as possible.

225
00:09:04,520 --> 00:09:08,165
The game ends when all the parts
are either discarded by you

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00:09:08,165 --> 00:09:09,910
or destroyed by the dragon.

227
00:09:09,910 --> 00:09:12,515
And then you count up how
much gold you got at the end.

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The game is lost,
thought, if you

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00:09:14,720 --> 00:09:17,930
run out the dragon's patience,
because the dragon can only

230
00:09:17,930 --> 00:09:20,520
put up with you being
in its lair for so long.

231
00:09:20,520 --> 00:09:22,490
The game would be
good for Project Two

232
00:09:22,490 --> 00:09:23,855
because it has a small scope.

233
00:09:23,855 --> 00:09:26,105
The only thing we want to
do for the digital prototype

234
00:09:26,105 --> 00:09:29,910
is get some artwork in there,
a little bit of ambient music,

235
00:09:29,910 --> 00:09:31,480
add a timer so
that people aren't

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00:09:31,480 --> 00:09:32,940
taking too long at each turn.

237
00:09:32,940 --> 00:09:35,540
And add a high score
table because the game

238
00:09:35,540 --> 00:09:37,090
has high replay ability value.

239
00:09:37,090 --> 00:09:40,810
So we want people to be able
to see their achievements.

240
00:09:40,810 --> 00:09:43,990
People found it fun and it
was difficult, and so yeah,

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00:09:43,990 --> 00:09:45,508
we think it's a good game.

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00:09:45,508 --> 00:09:46,990
PROFESSOR 1: Great, thank you.

243
00:09:50,448 --> 00:09:53,412
Fight or Flight, come on down.

244
00:10:03,810 --> 00:10:08,350
STUDENT 3: Why is it that in
every Indiana Jones movie ever

245
00:10:08,350 --> 00:10:11,970
there's a temple
that gets destroyed.

246
00:10:11,970 --> 00:10:14,735
A temple gets destroyed
because it turns out

247
00:10:14,735 --> 00:10:18,350
that running out of a temple
is really, really fun.

248
00:10:18,350 --> 00:10:21,370
Our game-- Fight or
Flight-- forces the players

249
00:10:21,370 --> 00:10:25,870
to run from a randomly but not.

250
00:10:25,870 --> 00:10:29,234
Environment that gets randomly
destroyed behind or in

251
00:10:29,234 --> 00:10:31,650
front of them and
balance their actions

252
00:10:31,650 --> 00:10:34,420
between fighting their
pursuers and just

253
00:10:34,420 --> 00:10:37,390
running as quickly as possible.

254
00:10:37,390 --> 00:10:41,670
It works for Project Two because
it's fun, dynamic, and actually

255
00:10:41,670 --> 00:10:43,190
pretty simple at its core.

256
00:10:43,190 --> 00:10:44,130
Thank you.

257
00:10:49,047 --> 00:10:50,172
PROFESSOR 1: Plunder Winds.

258
00:10:58,210 --> 00:10:59,640
STUDENT 4: Hi, everyone.

259
00:10:59,640 --> 00:11:02,160
Our game is Plunder
Winds, a pirate themed

260
00:11:02,160 --> 00:11:03,640
treasure hunting game.

261
00:11:03,640 --> 00:11:06,250
Our game is based around
three simple core mechanics

262
00:11:06,250 --> 00:11:08,170
that interact with each other.

263
00:11:08,170 --> 00:11:10,860
The first one is a random
encounter mechanic,

264
00:11:10,860 --> 00:11:14,100
which controls the probability
of finding treasure.

265
00:11:14,100 --> 00:11:17,290
And you can affect this
as the game progresses.

266
00:11:17,290 --> 00:11:19,760
An exploration mechanic,
which tells you

267
00:11:19,760 --> 00:11:22,650
what the risk level of
nearby encounters will be.

268
00:11:22,650 --> 00:11:25,610
And then wind mechanic,
which limits your moving

269
00:11:25,610 --> 00:11:28,960
and forces the player to make
strategic decisions about where

270
00:11:28,960 --> 00:11:30,170
they move.

271
00:11:30,170 --> 00:11:34,376
Our game's digital prototype
would have the same core

272
00:11:34,376 --> 00:11:35,750
mechanics as our
paper prototype,

273
00:11:35,750 --> 00:11:38,580
but it would be faster
and more graphics

274
00:11:38,580 --> 00:11:40,930
so it'd be easier for
players to pick up.

275
00:11:40,930 --> 00:11:45,550
We could also add on unique
encounters and abilities

276
00:11:45,550 --> 00:11:48,220
to improve replay ability.

277
00:11:48,220 --> 00:11:50,960
So our project should
on to Project Two

278
00:11:50,960 --> 00:11:53,050
since it's easy to implement.

279
00:11:53,050 --> 00:11:54,590
And also, throughout
play testing,

280
00:11:54,590 --> 00:11:57,070
we found that players
found it easy to pick up,

281
00:11:57,070 --> 00:12:00,880
but also found it
hard to master.

282
00:12:00,880 --> 00:12:05,939
So you should come join
our crew-- Plunder Winds.

283
00:12:05,939 --> 00:12:07,328
PROFESSOR 1: Thank you.

284
00:12:07,328 --> 00:12:09,180
[APPLAUSE]

285
00:12:11,090 --> 00:12:12,960
PROFESSOR 1: Blind Aliens.

286
00:12:12,960 --> 00:12:14,487
WT.

287
00:12:14,487 --> 00:12:15,820
STUDENT 5: It's a working title.

288
00:12:15,820 --> 00:12:17,391
PROFESSOR 1: Uh-huh.

289
00:12:17,391 --> 00:12:18,390
STUDENT 5: Hi, everyone.

290
00:12:18,390 --> 00:12:20,130
We're Blind Aliens.

291
00:12:20,130 --> 00:12:24,050
Our game is Blind Aliens.

292
00:12:24,050 --> 00:12:26,185
The premise of the game
is aliens, blind aliens,

293
00:12:26,185 --> 00:12:30,490
have invaded the Earth and you
are one of very few surviving

294
00:12:30,490 --> 00:12:31,400
humans.

295
00:12:31,400 --> 00:12:34,880
And the game is very simple,
it's in a very small room.

296
00:12:34,880 --> 00:12:37,870
There's aliens that come
in through random gates

297
00:12:37,870 --> 00:12:39,490
around the edges.

298
00:12:39,490 --> 00:12:42,580
And they randomly roam
around searching for you,

299
00:12:42,580 --> 00:12:44,640
but they can't see you
because they're blind.

300
00:12:44,640 --> 00:12:45,755
So you have three options.

301
00:12:45,755 --> 00:12:48,880
You can sneak away very slowly.

302
00:12:48,880 --> 00:12:51,950
Or you can run very
fast, which is loud.

303
00:12:51,950 --> 00:12:55,000
Or you have a gun, you can
shoot at them, which is also

304
00:12:55,000 --> 00:12:59,184
very loud and you'll be risking
getting discovered and eaten

305
00:12:59,184 --> 00:12:59,910
alive.

306
00:12:59,910 --> 00:13:02,870
So the game should
move on to Project Two

307
00:13:02,870 --> 00:13:05,590
because it's very simple.

308
00:13:05,590 --> 00:13:07,230
During testing, we
found that people

309
00:13:07,230 --> 00:13:11,950
found it very engaging in
that it was not boring at all.

310
00:13:11,950 --> 00:13:12,494
So, yeah.

311
00:13:12,494 --> 00:13:12,994
Thanks.

312
00:13:17,297 --> 00:13:18,630
PROFESSOR 1: Next up is Live On.

313
00:13:26,135 --> 00:13:27,296
STUDENT 6: Hi, everyone.

314
00:13:27,296 --> 00:13:28,670
Live On is a
survival themed game

315
00:13:28,670 --> 00:13:30,610
that takes place in a
hexgrid based world.

316
00:13:30,610 --> 00:13:32,860
The player needs to stay
alive and move from the start

317
00:13:32,860 --> 00:13:33,461
to the goal.

318
00:13:33,461 --> 00:13:34,960
There are four type
possible terrain

319
00:13:34,960 --> 00:13:38,000
to raise-- river, mountain,
plain, and forest-- each

320
00:13:38,000 --> 00:13:39,850
with simple costs and benefits.

321
00:13:39,850 --> 00:13:42,080
The key mechanic for the
game is that at every turn,

322
00:13:42,080 --> 00:13:43,621
the player needs to
choose which tile

323
00:13:43,621 --> 00:13:46,300
to move on to next based on what
information he has available.

324
00:13:46,300 --> 00:13:48,341
So the player only has
limited vision on one hand

325
00:13:48,341 --> 00:13:49,980
is important to
choose grids that

326
00:13:49,980 --> 00:13:52,059
will lead to a good
location for the next move.

327
00:13:52,059 --> 00:13:53,475
On the other hand,
the player need

328
00:13:53,475 --> 00:13:54,850
to plan for the
[INAUDIBLE] tiles

329
00:13:54,850 --> 00:13:56,402
that he can't see at the moment.

330
00:13:56,402 --> 00:13:58,360
The game will be a good
project for Projust Two

331
00:13:58,360 --> 00:14:00,443
because, in my opinion,
not only does making plans

332
00:14:00,443 --> 00:14:02,890
based on incomplete
information and random events

333
00:14:02,890 --> 00:14:04,600
lies at the heart of
the games mechanic,

334
00:14:04,600 --> 00:14:06,580
we implement a good set
of tradeoffs and balances

335
00:14:06,580 --> 00:14:08,038
between the different
terrains that

336
00:14:08,038 --> 00:14:10,230
serve to offer the player
meaningful, consequential

337
00:14:10,230 --> 00:14:12,384
choices of which path to go.

338
00:14:12,384 --> 00:14:14,800
In the digital version, in
addition to the core game play,

339
00:14:14,800 --> 00:14:17,009
we seek to add randomized
map generation and multiple

340
00:14:17,009 --> 00:14:18,466
characters with
different abilities

341
00:14:18,466 --> 00:14:19,837
to further enhance the gameplay.

342
00:14:19,837 --> 00:14:21,920
We'll stay with a 2D game,
the grid representation

343
00:14:21,920 --> 00:14:24,640
of the world, and turn
based actions, as opposed

344
00:14:24,640 --> 00:14:26,460
to continuous work over
the time game plan.

345
00:14:26,460 --> 00:14:27,038
Thank you.

346
00:14:30,979 --> 00:14:32,270
PROFESSOR 1: Beaver Evolutions.

347
00:14:41,372 --> 00:14:43,080
STUDENT 7: All right,
so Beaver Evolution

348
00:14:43,080 --> 00:14:44,430
is exactly what it sounds like.

349
00:14:44,430 --> 00:14:46,130
You have a colony
of beavers, and you

350
00:14:46,130 --> 00:14:48,940
have to fight against nature
and evolve your beavers

351
00:14:48,940 --> 00:14:51,950
over generations to
survive against the trials

352
00:14:51,950 --> 00:14:54,630
and tribulations that
nature will throw at you.

353
00:14:54,630 --> 00:14:56,320
The core mechanic
of the game is based

354
00:14:56,320 --> 00:14:59,570
around making a choice between
three different options

355
00:14:59,570 --> 00:15:01,090
for every generation.

356
00:15:01,090 --> 00:15:04,500
You can either build your
exam, popular beavers,

357
00:15:04,500 --> 00:15:06,880
or choose an evolution
traits help develop you

358
00:15:06,880 --> 00:15:11,880
colony to fight against the
natural disasters that will

359
00:15:11,880 --> 00:15:13,790
try to hinder your progress.

360
00:15:13,790 --> 00:15:17,590
Our game is going to be a
great game for Project Two

361
00:15:17,590 --> 00:15:19,710
because we have a lot of
ideas for implementing it

362
00:15:19,710 --> 00:15:22,980
in a real time world,
currently as a turned based

363
00:15:22,980 --> 00:15:24,870
game were you make a
choice and then you

364
00:15:24,870 --> 00:15:26,900
respond to a natural disaster.

365
00:15:26,900 --> 00:15:31,890
We think that it'll be great
to implement a real time

366
00:15:31,890 --> 00:15:34,810
game because you will be able
to respond to natural disasters

367
00:15:34,810 --> 00:15:37,113
and allocate your beavers
to either work on you

368
00:15:37,113 --> 00:15:38,590
dam or work on evolving.

369
00:15:38,590 --> 00:15:40,590
And you have to have
quick reflexes in order

370
00:15:40,590 --> 00:15:44,928
to survive through the
game and win the game.

371
00:15:44,928 --> 00:15:45,428
Thanks.

372
00:15:48,808 --> 00:15:49,766
PROFESSOR 1: Comcastic.

373
00:15:56,540 --> 00:15:57,570
STUDENT 8: Hello.

374
00:15:57,570 --> 00:16:00,779
Comcastic is a cable
monopoly simulator

375
00:16:00,779 --> 00:16:03,070
where you are trying to place
your oddly-shaped service

376
00:16:03,070 --> 00:16:05,554
centers into an
existing city landscape.

377
00:16:05,554 --> 00:16:06,970
Your goal is to
make as much money

378
00:16:06,970 --> 00:16:10,707
as possible while caring about
your customers' satisfaction.

379
00:16:10,707 --> 00:16:12,290
STUDENT 9: So in the
digital prototype

380
00:16:12,290 --> 00:16:14,772
we're basically going to have
a grid where all the homes

381
00:16:14,772 --> 00:16:16,480
and businesses are
laid out, and the user

382
00:16:16,480 --> 00:16:20,480
will see the inconvenient-shaped
pieces for your service

383
00:16:20,480 --> 00:16:21,420
centers.

384
00:16:21,420 --> 00:16:23,110
And then, when they
select a center,

385
00:16:23,110 --> 00:16:25,260
they will see how many
people it can serve

386
00:16:25,260 --> 00:16:27,280
and the price that it'll
cost them each month.

387
00:16:27,280 --> 00:16:30,410
And then, they will need to
place these on the board.

388
00:16:30,410 --> 00:16:33,120
STUDENT 10: We think this is
a good project for our Project

389
00:16:33,120 --> 00:16:36,055
Two because we've found
that playing the game

390
00:16:36,055 --> 00:16:38,860
and creating the game
is both very simple.

391
00:16:38,860 --> 00:16:40,940
And we found that it
was really engaging.

392
00:16:40,940 --> 00:16:42,720
We had a few random
testers kinda

393
00:16:42,720 --> 00:16:46,740
describe it as a strategic
version of Tetris, basically.

394
00:16:53,067 --> 00:16:54,400
PROFESSOR 1: Sparkly Redemption.

395
00:17:01,140 --> 00:17:01,890
STUDENT 11: Boosh!

396
00:17:01,890 --> 00:17:04,270
You're a lady with only
one arm, and your other arm

397
00:17:04,270 --> 00:17:05,641
is a gun that shoots things.

398
00:17:05,641 --> 00:17:07,849
You're a disgrace in your
nation and your only chance

399
00:17:07,849 --> 00:17:09,984
at redemption is to get
all of the sparklies.

400
00:17:09,984 --> 00:17:11,900
However, the place where
all the sparklies are

401
00:17:11,900 --> 00:17:13,280
are filled with monsters.

402
00:17:13,280 --> 00:17:15,440
And depending on which
sparklies you pick up,

403
00:17:15,440 --> 00:17:17,235
sometimes you get
better arm gun powers,

404
00:17:17,235 --> 00:17:19,299
but sometimes the monsters
change their behavior

405
00:17:19,299 --> 00:17:21,220
and you have to adapt
to that, or just

406
00:17:21,220 --> 00:17:23,910
be strategic about
picking up your sparklies.

407
00:17:23,910 --> 00:17:26,460
Our game is super cool because,
even with our simple paper

408
00:17:26,460 --> 00:17:28,800
prototype version, people
had a lot of fun with it.

409
00:17:28,800 --> 00:17:30,660
And the sort of game
that's pretty easy

410
00:17:30,660 --> 00:17:33,320
to implement at a most basic,
just fun to play stage.

411
00:17:33,320 --> 00:17:35,420
But then it's good to
add stuff on top of it,

412
00:17:35,420 --> 00:17:38,546
like extra monster behaviors
and super shooty arm powers.

413
00:17:38,546 --> 00:17:41,000
Plus you're a lady
with one arm and a gun

414
00:17:41,000 --> 00:17:42,908
that shoots thing,
which I think is cool.

415
00:17:48,500 --> 00:17:49,500
PROFESSOR 1: Modgi Dice.

416
00:17:52,587 --> 00:17:53,670
STUDENT 12: Hey, everyone.

417
00:17:53,670 --> 00:17:56,580
So Modgi Dice is a math
puzzle game like Sudoku

418
00:17:56,580 --> 00:18:01,300
or 2048 where the user navigates
a dice around a square grid,

419
00:18:01,300 --> 00:18:03,000
rolling the dice
one side at a time,

420
00:18:03,000 --> 00:18:04,916
and adding that side
of dice to the square.

421
00:18:04,916 --> 00:18:06,290
The cool mechanic
of this game is

422
00:18:06,290 --> 00:18:09,530
that each square is modular
7 and the goal of the game

423
00:18:09,530 --> 00:18:12,080
is to reset all of
the squares to zero.

424
00:18:12,080 --> 00:18:13,960
This game will work
well for Project Two

425
00:18:13,960 --> 00:18:16,652
because it is a fast paced
mover game kind of like 2048.

426
00:18:16,652 --> 00:18:18,860
And you can move those around
very quickly while also

427
00:18:18,860 --> 00:18:21,090
having to plan out your moves.

428
00:18:21,090 --> 00:18:22,005
Thank you.

429
00:18:25,472 --> 00:18:26,680
PROFESSOR 1: City Evacuation.

430
00:18:36,040 --> 00:18:37,775
STUDENT 13: In City
Evacuation, your goal

431
00:18:37,775 --> 00:18:39,316
is to escape the
city because there's

432
00:18:39,316 --> 00:18:40,650
an earthquake in your city.

433
00:18:40,650 --> 00:18:42,960
And you have to do
that while saving

434
00:18:42,960 --> 00:18:44,456
three friends along the way.

435
00:18:44,456 --> 00:18:45,955
And what will happen
during the game

436
00:18:45,955 --> 00:18:48,025
is you might get
hit by an explosion,

437
00:18:48,025 --> 00:18:52,424
or abridgement fall down, or
you might have some [INAUDIBLE].

438
00:18:52,424 --> 00:18:54,090
STUDENT 14: As far
as the digital scope,

439
00:18:54,090 --> 00:18:56,290
we're going build
a 2D game that's

440
00:18:56,290 --> 00:18:59,990
dependant on your dice roll and
will generate random disaster

441
00:18:59,990 --> 00:19:02,190
cards that will come
up and the hardest part

442
00:19:02,190 --> 00:19:03,500
will be the graphics.

443
00:19:03,500 --> 00:19:05,230
STUDENT 15: We think this is
a good project for number two

444
00:19:05,230 --> 00:19:06,830
because there's a
lot of randomness,

445
00:19:06,830 --> 00:19:09,784
but we also give the player
tools to plan and strategize

446
00:19:09,784 --> 00:19:10,549
around that.

447
00:19:10,549 --> 00:19:12,840
Additionally, people thought
it was really fun to play.

448
00:19:12,840 --> 00:19:15,429
And though it's sort of simple
to implement at the beginning,

449
00:19:15,429 --> 00:19:17,470
we think there's amble
challenge in the graphics,

450
00:19:17,470 --> 00:19:19,300
the sounds, and the
animations that can be

451
00:19:19,300 --> 00:19:22,222
built on top of that framework.

452
00:19:22,222 --> 00:19:23,198
PROFESSOR 1: Thank you.

453
00:19:29,710 --> 00:19:31,880
Shoutkey.com/doorway?

454
00:19:31,880 --> 00:19:33,640
STUDENT 16: All right,
the next 12 hours,

455
00:19:33,640 --> 00:19:36,397
our game is called
Shoutkey.com/doorway.

456
00:19:36,397 --> 00:19:37,980
Here's the idea--
you're playing World

457
00:19:37,980 --> 00:19:39,805
of Warcraft--
sorry, Warcraft 3--

458
00:19:39,805 --> 00:19:42,330
and you see that guy with
the second and a half ping,

459
00:19:42,330 --> 00:19:43,740
and you get really jealous.

460
00:19:43,740 --> 00:19:45,660
Man, I wish my ping
were that high.

461
00:19:45,660 --> 00:19:47,355
So then you start
encouraging your pet

462
00:19:47,355 --> 00:19:50,100
to chew on your ethernet cables,
get those dropped packets.

463
00:19:50,100 --> 00:19:52,420
You really want that
slow, unresponsive feel.

464
00:19:52,420 --> 00:19:54,930
So we take that
desire and mix it

465
00:19:54,930 --> 00:19:58,190
with a platformer to make a
really frustrating game where

466
00:19:58,190 --> 00:20:00,310
as you play it, your
controls become increasingly

467
00:20:00,310 --> 00:20:01,510
unresponsive.

468
00:20:01,510 --> 00:20:04,931
And I think it's
hilarious and fun.

469
00:20:04,931 --> 00:20:05,555
Yeah, it's fun.

470
00:20:05,555 --> 00:20:06,818
Yeah.

471
00:20:06,818 --> 00:20:09,313
Shoutkey.com/doorway.

472
00:20:09,313 --> 00:20:10,311
PROFESSOR 1: Thank you.

473
00:20:14,310 --> 00:20:15,315
Lost Underground.

474
00:20:24,625 --> 00:20:26,000
STUDENT 17: So,
Lost Underground.

475
00:20:26,000 --> 00:20:29,185
You are a traveler and
you fall down a hole,

476
00:20:29,185 --> 00:20:31,780
and you get lost in
an underground mine.

477
00:20:31,780 --> 00:20:35,300
So the goal of the game is,
equipped with some bombs--

478
00:20:35,300 --> 00:20:37,940
infinite amount of
bombs, because that's

479
00:20:37,940 --> 00:20:39,520
just how games work--
you're supposed

480
00:20:39,520 --> 00:20:46,560
to escape from the underground
by planting bombs and trying

481
00:20:46,560 --> 00:20:49,150
to move through barriers
that you can clear.

482
00:20:49,150 --> 00:20:53,050
The randomness comes in with the
addition of some of ghost bombs

483
00:20:53,050 --> 00:20:54,720
that will be floating around.

484
00:20:54,720 --> 00:20:58,820
And they will not chase you,
but they would go through you

485
00:20:58,820 --> 00:21:00,590
and would explode
at random moments.

486
00:21:00,590 --> 00:21:03,270
So you have to plan around
getting to the end of the level

487
00:21:03,270 --> 00:21:05,750
and also not dying
before you get there,

488
00:21:05,750 --> 00:21:08,110
which is common in a game.

489
00:21:08,110 --> 00:21:11,320
This is a good project
because it's simple

490
00:21:11,320 --> 00:21:14,310
and it's sort of
reminicent of Bomberman,

491
00:21:14,310 --> 00:21:15,312
which is a great game.

492
00:21:15,312 --> 00:21:17,240
So, yeah.

493
00:21:17,240 --> 00:21:20,614
PROFESSOR 1: Thank you.

494
00:21:20,614 --> 00:21:21,440
Dice Traders.

495
00:21:29,074 --> 00:21:30,990
STUDENT 18: Dice Traders
is a multiplayer card

496
00:21:30,990 --> 00:21:34,050
game where you play a card
combo in order to score points.

497
00:21:34,050 --> 00:21:36,450
Importantly, you can trade
your cards with other players

498
00:21:36,450 --> 00:21:37,784
in order to improve your combos.

499
00:21:37,784 --> 00:21:40,033
But if you do that, you might
be giving your opponents

500
00:21:40,033 --> 00:21:41,000
what they need to win.

501
00:21:41,000 --> 00:21:44,690
And so this introduces a lot
of strategic considerations

502
00:21:44,690 --> 00:21:47,301
about things like what
your opponents score is,

503
00:21:47,301 --> 00:21:49,300
how large there hand is,
and so on and so force.

504
00:21:49,300 --> 00:21:51,841
And you have to keep all of that
in mind when you're playing.

505
00:21:51,841 --> 00:21:54,810
And our playtesters really
enjoyed the complex strategy

506
00:21:54,810 --> 00:21:58,010
that arose from these
simple elements.

507
00:21:58,010 --> 00:22:00,290
It would be good for Project
Two because the mechanics

508
00:22:00,290 --> 00:22:01,370
are very simple,
which would make

509
00:22:01,370 --> 00:22:02,630
the game easy to implement.

510
00:22:02,630 --> 00:22:04,560
However, it is designed
as a multiplayer game,

511
00:22:04,560 --> 00:22:08,830
so it would require
some sort of AI.

512
00:22:08,830 --> 00:22:12,206
PROFESSOR 1: Thank you.

513
00:22:12,206 --> 00:22:15,944
And, last but not
least, Gravity Shift.

514
00:22:15,944 --> 00:22:17,360
That is the last one, right?

515
00:22:17,360 --> 00:22:19,580
Nobody else?

516
00:22:19,580 --> 00:22:20,080
All right.

517
00:22:20,080 --> 00:22:22,121
STUDENT 19: So our idea
was for a puzzle platform

518
00:22:22,121 --> 00:22:23,810
with the following
characteristics--

519
00:22:23,810 --> 00:22:25,380
it's a basic platform,
you have a guy

520
00:22:25,380 --> 00:22:26,963
on one side trying
to get to the other

521
00:22:26,963 --> 00:22:28,220
with a bunch of platforms.

522
00:22:28,220 --> 00:22:30,410
Unfortunately for you,
the platforms are all

523
00:22:30,410 --> 00:22:32,960
spaced so that it's completely
impossible to reach them

524
00:22:32,960 --> 00:22:35,750
fortunately for you, you
can place a number of blocks

525
00:22:35,750 --> 00:22:37,630
anywhere you want on the stage.

526
00:22:37,630 --> 00:22:40,322
Unfortunately, again,
they all cost points

527
00:22:40,322 --> 00:22:42,030
and you'll lose points
if you place them.

528
00:22:42,030 --> 00:22:45,020
And every time you land on
a space, it'll disappear.

529
00:22:45,020 --> 00:22:47,610
The twist is, once you
get to the end of a stage,

530
00:22:47,610 --> 00:22:49,650
everything will
rotate 90 degrees.

531
00:22:49,650 --> 00:22:52,110
All your platforms will
become walls and vice versa

532
00:22:52,110 --> 00:22:53,619
and you'll have
to make it again.

533
00:22:53,619 --> 00:22:55,910
If you weren't ahead, then
the second part of the stage

534
00:22:55,910 --> 00:22:59,530
will not possible, which is why
it requires the actual thinking

535
00:22:59,530 --> 00:23:01,976
ahead to solve the challenges.

536
00:23:01,976 --> 00:23:04,350
The reason that this would be
a good idea for Project Two

537
00:23:04,350 --> 00:23:06,440
is because it's a
pretty basic idea,

538
00:23:06,440 --> 00:23:08,420
but it's actually a
deceptively difficult game,

539
00:23:08,420 --> 00:23:10,600
and it's really easy
to make a stage that's

540
00:23:10,600 --> 00:23:11,910
really hard to solve.

541
00:23:17,687 --> 00:23:19,270
PROFESSOR 1: OK,
that was really good,

542
00:23:19,270 --> 00:23:23,060
you all kept to under a minute.

543
00:23:23,060 --> 00:23:25,830
Next up, we're going to
take five minutes, set up

544
00:23:25,830 --> 00:23:28,616
your games, try to
put a lot of space

545
00:23:28,616 --> 00:23:29,740
around where you're set up.

546
00:23:29,740 --> 00:23:30,690
I know it's going to be hard.

547
00:23:30,690 --> 00:23:32,150
But put enough
space around where

548
00:23:32,150 --> 00:23:36,150
you're set up so people can
watch what you're doing.

549
00:23:36,150 --> 00:23:44,190
Take one of these Post-its and--
how the hell do these work?

550
00:23:44,190 --> 00:23:44,940
There we go.

551
00:23:44,940 --> 00:23:45,930
Oh, yeah.

552
00:23:45,930 --> 00:23:48,000
Take one of these
Post-its, put your name

553
00:23:48,000 --> 00:23:52,150
on it wicked big, planted
down on your table

554
00:23:52,150 --> 00:23:54,670
so we know what
we're looking at.

555
00:23:54,670 --> 00:23:57,010
So set up your games, all
the stuff that you might need

556
00:23:57,010 --> 00:23:58,345
is up here in these two boxes.

557
00:24:14,320 --> 00:24:14,820
[INAUDIBLE]

558
00:24:22,590 --> 00:24:25,840
The goal is to make the
[INAUDIBLE] geological center.

559
00:24:25,840 --> 00:24:28,582
So you roll the dice--

560
00:24:28,582 --> 00:24:29,540
PROFESSOR 2: All right.

561
00:24:32,740 --> 00:24:35,570
It's about time,
so thanks everyone.

562
00:24:35,570 --> 00:24:39,220
And first of all, all of you
have playable prototypes.

563
00:24:39,220 --> 00:24:41,742
So for Project One go you.

564
00:24:41,742 --> 00:24:42,700
You were totally there.

565
00:24:48,050 --> 00:24:51,360
A couple of things that I wanted
to say about all the projects--

566
00:24:51,360 --> 00:24:53,900
actually we expected
that a lot more projects

567
00:24:53,900 --> 00:24:57,640
were going to be vastly out
of scope than we actually got.

568
00:24:57,640 --> 00:25:01,170
A lot of stuff that we saw
here could actually just

569
00:25:01,170 --> 00:25:04,200
be fine for Project Three.

570
00:25:04,200 --> 00:25:07,730
A lot of games that we saw here,
once you're a little bit more

571
00:25:07,730 --> 00:25:11,420
comfortable with the technology
and the build process--

572
00:25:11,420 --> 00:25:15,280
and in some cases, it's going
to be just the efficiencies

573
00:25:15,280 --> 00:25:18,960
of knowing the people on your
team a little bit better--

574
00:25:18,960 --> 00:25:21,820
you'll be able to execute any
of these games for something

575
00:25:21,820 --> 00:25:23,390
like Project Three.

576
00:25:23,390 --> 00:25:25,620
But we would like
to actually guide

577
00:25:25,620 --> 00:25:28,390
this next step where we move
from Project One to Project Two

578
00:25:28,390 --> 00:25:29,260
a bit of a better.

579
00:25:29,260 --> 00:25:32,380
So we are going to cut
a couple of projects,

580
00:25:32,380 --> 00:25:35,090
just to make the team building
process go a little bit faster.

581
00:25:35,090 --> 00:25:38,640
Otherwise, having to
select which one of the 15

582
00:25:38,640 --> 00:25:40,730
projects that we're
going to carry on

583
00:25:40,730 --> 00:25:42,610
is just going to
take way too long

584
00:25:42,610 --> 00:25:45,590
than we have class session.

585
00:25:45,590 --> 00:25:47,870
But we didn't do it
completely arbitrarily.

586
00:25:47,870 --> 00:25:50,882
We're going to talk
about our concerns.

587
00:25:50,882 --> 00:25:53,090
If you're one of those games
that we're going to cut,

588
00:25:53,090 --> 00:25:55,730
and you really, really want
to do that for Project Three,

589
00:25:55,730 --> 00:25:58,370
I want you to use the
time over Project Two

590
00:25:58,370 --> 00:26:01,105
to think over your design and
see how you will address all

591
00:26:01,105 --> 00:26:03,480
of these concerns while you're
working on somebody else's

592
00:26:03,480 --> 00:26:07,760
project too, because we
saw a lot of really, really

593
00:26:07,760 --> 00:26:10,400
good stuff here today.

594
00:26:10,400 --> 00:26:13,730
Let's see, so a couple of
games that we're cutting.

595
00:26:13,730 --> 00:26:19,150
Gravity shift we are going to
cut that because the randomness

596
00:26:19,150 --> 00:26:23,140
isn't really integrated into the
design at this point in time.

597
00:26:23,140 --> 00:26:24,570
Again, think about
it, figure out

598
00:26:24,570 --> 00:26:28,090
how you would do that
for Project Three.

599
00:26:28,090 --> 00:26:32,300
I actually had a concern
about the UI of the game,

600
00:26:32,300 --> 00:26:35,170
because a lot of these
games-- sure, some of you

601
00:26:35,170 --> 00:26:37,210
are working in Unity
3D-- that seems

602
00:26:37,210 --> 00:26:42,690
to be a game that UI wise seems
to suggest that it should be

603
00:26:42,690 --> 00:26:45,380
a 3D game, because you need to
know what the sides of the dice

604
00:26:45,380 --> 00:26:47,200
are before you roll things.

605
00:26:47,200 --> 00:26:49,800
But how do you convey
that to a player

606
00:26:49,800 --> 00:26:51,175
in a way that's
not going to have

607
00:26:51,175 --> 00:26:53,105
them to deal with a camera?

608
00:26:53,105 --> 00:26:55,860
And you could also
do it in 2D, but then

609
00:26:55,860 --> 00:26:58,000
how to convey that
information to the player?

610
00:26:58,000 --> 00:27:00,550
AUDIENCE: [INAUDIBLE].

611
00:27:00,550 --> 00:27:02,372
PROFESSOR 2: Yes.

612
00:27:02,372 --> 00:27:03,372
AUDIENCE: [INAUDIBLE].

613
00:27:03,372 --> 00:27:04,330
PROFESSOR 2: Oh, sorry.

614
00:27:04,330 --> 00:27:07,010
That was the feedback
I had for Modgi Dice.

615
00:27:07,010 --> 00:27:08,820
My mistake.

616
00:27:08,820 --> 00:27:12,590
Sorry, I did, in fact,
get that mixed up.

617
00:27:12,590 --> 00:27:14,020
For Gravity Shift,
the UI problem

618
00:27:14,020 --> 00:27:17,172
was how do you
convey to your player

619
00:27:17,172 --> 00:27:18,880
which way things are
going to shift next?

620
00:27:18,880 --> 00:27:19,379
Right?

621
00:27:19,379 --> 00:27:22,670
Is it relative to the player,
or the relative to the level?

622
00:27:22,670 --> 00:27:25,315
When the gravity shifts, are
you rotating the entire level

623
00:27:25,315 --> 00:27:28,085
or are you rotating the players.

624
00:27:28,085 --> 00:27:30,500
Now the player's falling
sideways on the screen.

625
00:27:30,500 --> 00:27:32,442
These are all like
big UI challenges.

626
00:27:32,442 --> 00:27:34,400
Assignments we actually
happens to be about UI,

627
00:27:34,400 --> 00:27:36,947
so that's a good time to
be able to tackle that.

628
00:27:36,947 --> 00:27:37,780
So think about that.

629
00:27:37,780 --> 00:27:39,460
Sorry-- sorry to Modgi Dice.

630
00:27:39,460 --> 00:27:41,800
PROFESSOR 1: For project
three, though, for that one,

631
00:27:41,800 --> 00:27:43,750
still bringing in the
randomness and actually bringing

632
00:27:43,750 --> 00:27:45,560
in the design constraint
for project three

633
00:27:45,560 --> 00:27:48,130
will be important for that one.

634
00:27:48,130 --> 00:27:50,050
PROFESSOR 2: Yep.

635
00:27:50,050 --> 00:27:55,480
OK, then for Final
Flight and Dice Traders,

636
00:27:55,480 --> 00:27:57,360
we have very similar feedback.

637
00:27:57,360 --> 00:27:59,710
Right now, your design
is specifically--

638
00:27:59,710 --> 00:28:04,810
the fun of your games are really
in the multiplayer right now.

639
00:28:04,810 --> 00:28:06,310
That is absolutely fine.

640
00:28:06,310 --> 00:28:09,470
In fact, they are really,
really solid game designs.

641
00:28:09,470 --> 00:28:11,730
The problem is that
project two is really short

642
00:28:11,730 --> 00:28:13,860
and AI is time-consuming.

643
00:28:13,860 --> 00:28:15,020
It's not necessarily hard.

644
00:28:15,020 --> 00:28:18,190
It's just going to take
a lot of time to work on.

645
00:28:18,190 --> 00:28:21,910
So we're going to say let's
not do that on project two.

646
00:28:21,910 --> 00:28:25,700
You might want to save
that for our project three.

647
00:28:25,700 --> 00:28:33,430
Finally, for two more games,
for City Evacuation and Doorway,

648
00:28:33,430 --> 00:28:36,740
actually, technically,
both games are feasible.

649
00:28:36,740 --> 00:28:39,330
I am actually fairly
confident that the games

650
00:28:39,330 --> 00:28:42,070
that you showed today
could be done in the time

651
00:28:42,070 --> 00:28:43,230
span of project two.

652
00:28:43,230 --> 00:28:46,180
However, I feel that a lot
of the fun in those games

653
00:28:46,180 --> 00:28:48,730
comes in multiple
levels-- being able to get

654
00:28:48,730 --> 00:28:51,880
different environments
and different scenarios.

655
00:28:51,880 --> 00:28:54,640
And that's going to be very
time-consuming, which you don't

656
00:28:54,640 --> 00:28:56,180
have time for in project two.

657
00:28:59,310 --> 00:29:00,585
So it's an evaluation.

658
00:29:00,585 --> 00:29:02,790
It's kind of like the
size of your level

659
00:29:02,790 --> 00:29:06,000
and all of your elements
that you've got in it.

660
00:29:06,000 --> 00:29:09,810
It's just going to take
a lot of man hours just

661
00:29:09,810 --> 00:29:14,340
to be able to generate one
map, let alone multiple maps.

662
00:29:14,340 --> 00:29:16,830
Doorway, it seems
to me that playing

663
00:29:16,830 --> 00:29:19,040
through one round of
the game on a computer

664
00:29:19,040 --> 00:29:20,996
can go through pretty quickly.

665
00:29:20,996 --> 00:29:22,150
Actually, where's Doorway?

666
00:29:22,150 --> 00:29:23,700
I like to make eye contact.

667
00:29:23,700 --> 00:29:24,210
Yeah, there.

668
00:29:24,210 --> 00:29:24,710
OK.

669
00:29:24,710 --> 00:29:26,543
It seems to me like
playing through a level,

670
00:29:26,543 --> 00:29:28,080
at least the first
couple of levels,

671
00:29:28,080 --> 00:29:31,190
could go through pretty
quickly, which is fine.

672
00:29:31,190 --> 00:29:34,412
Players like that, especially
when they're wrapping up right

673
00:29:34,412 --> 00:29:35,620
at the beginning of the game.

674
00:29:35,620 --> 00:29:38,110
But that means you have to
generate a lot of levels.

675
00:29:38,110 --> 00:29:42,970
And that's just a lot of
time that you don't have.

676
00:29:42,970 --> 00:29:45,800
So for the rest of
the projects, we're

677
00:29:45,800 --> 00:29:48,010
going to put them up around.

678
00:29:48,010 --> 00:29:51,060
And we are going to ask
you to put your names using

679
00:29:51,060 --> 00:29:54,500
the little Post-its to show
which team you're signing on.

680
00:29:54,500 --> 00:29:58,790
But I still have more feedback,
because the other games

681
00:29:58,790 --> 00:30:02,210
have challenges that you're
going to have to overcome too.

682
00:30:02,210 --> 00:30:05,970
Dragon's Lair, there,
so much information,

683
00:30:05,970 --> 00:30:08,850
so much information for players
to have to understand what's

684
00:30:08,850 --> 00:30:09,460
going on.

685
00:30:09,460 --> 00:30:12,600
How are you going to convey
that over to a player?

686
00:30:12,600 --> 00:30:13,990
The good news,
your information's

687
00:30:13,990 --> 00:30:14,860
relatively static.

688
00:30:14,860 --> 00:30:17,650
It's not like you have numbers
changing in the middle.

689
00:30:17,650 --> 00:30:19,510
[INAUDIBLE], you do
have numbers changing

690
00:30:19,510 --> 00:30:21,660
in the middle of the
game-- so many numbers, so

691
00:30:21,660 --> 00:30:23,280
many little variables
and factors.

692
00:30:23,280 --> 00:30:25,820
So how are you going to
convey all of that information

693
00:30:25,820 --> 00:30:26,540
to a player?

694
00:30:26,540 --> 00:30:29,790
So you have a UI
challenge there.

695
00:30:29,790 --> 00:30:32,010
Beaver Evolution.

696
00:30:32,010 --> 00:30:33,700
There's a-- Beaver Evolution?

697
00:30:33,700 --> 00:30:35,000
Beaver Evolution.

698
00:30:35,000 --> 00:30:37,440
You have a range of
possible bad things

699
00:30:37,440 --> 00:30:39,250
that could happen to a player.

700
00:30:39,250 --> 00:30:42,930
How do you explain
that to the player

701
00:30:42,930 --> 00:30:44,510
before it actually
happens to them

702
00:30:44,510 --> 00:30:48,020
so that you can sort of like
anticipate and plan, right?

703
00:30:48,020 --> 00:30:49,020
You could say, oh, well.

704
00:30:49,020 --> 00:30:50,540
They'll play it through
once, and then they'll die,

705
00:30:50,540 --> 00:30:51,956
and then they'll
restart the game.

706
00:30:51,956 --> 00:30:53,740
That's not a great solution.

707
00:30:53,740 --> 00:30:56,920
Think about something
better than that.

708
00:30:56,920 --> 00:31:00,695
Comcastic-- Comcastic,
very specifically

709
00:31:00,695 --> 00:31:03,070
is a UI problem,
because how are you

710
00:31:03,070 --> 00:31:05,160
going to show the
players what they're

711
00:31:05,160 --> 00:31:07,966
about to put down on
the screen, and then

712
00:31:07,966 --> 00:31:10,340
show them the consequences of
what they've just put down?

713
00:31:13,860 --> 00:31:17,100
Because your game is all about
how do I rotate this thing

714
00:31:17,100 --> 00:31:18,500
and then figure
out where it goes

715
00:31:18,500 --> 00:31:21,490
and what's going
to be the outcome,

716
00:31:21,490 --> 00:31:23,400
your problem's
mostly user input--

717
00:31:23,400 --> 00:31:24,680
how to get user input in game.

718
00:31:24,680 --> 00:31:26,530
And Modgi Dice, I
already mentioned it.

719
00:31:26,530 --> 00:31:28,370
How do you do this in 2D?

720
00:31:28,370 --> 00:31:30,750
It's-- yep?

721
00:31:30,750 --> 00:31:31,850
Is that a hand?

722
00:31:31,850 --> 00:31:32,350
Oh, sorry.

723
00:31:32,350 --> 00:31:34,480
I thought you were
putting up a hand.

724
00:31:34,480 --> 00:31:38,320
How do you explain
to the player if you

725
00:31:38,320 --> 00:31:40,020
rotate it, the
dice, this way, this

726
00:31:40,020 --> 00:31:42,730
is a number that's going to
be coming up, versus that way?

727
00:31:42,730 --> 00:31:45,320
If you're going to
do it in 3D, fine.

728
00:31:45,320 --> 00:31:50,730
But 3D's at least twice as long
in terms of development time.

729
00:31:50,730 --> 00:31:54,200
So you have to
keep that in mind.

730
00:31:54,200 --> 00:31:56,740
For Blind Aliens and
Sparkly Redemption,

731
00:31:56,740 --> 00:31:58,690
you're going to
need some art just

732
00:31:58,690 --> 00:32:01,530
to be able to convey to players
what the heck is going on

733
00:32:01,530 --> 00:32:02,600
in your game.

734
00:32:02,600 --> 00:32:04,890
The good news is that as
long as you have some art,

735
00:32:04,890 --> 00:32:07,020
I think you can make it work.

736
00:32:07,020 --> 00:32:09,030
But that's going to
be your bottleneck.

737
00:32:09,030 --> 00:32:11,840
That's going to consume
up all of your time.

738
00:32:11,840 --> 00:32:14,280
Things that we feel
that can probably

739
00:32:14,280 --> 00:32:17,880
work that we're
fairly confident is

740
00:32:17,880 --> 00:32:21,530
within the scope of this project
include Lazy Beaver, Live On.

741
00:32:21,530 --> 00:32:23,440
Lost Underground.

742
00:32:23,440 --> 00:32:26,600
Some of these games resemble
other games that exist,

743
00:32:26,600 --> 00:32:30,870
so you already have kind of
like a template to work on.

744
00:32:34,680 --> 00:32:36,430
For some of the games,
the paper prototype

745
00:32:36,430 --> 00:32:39,070
really kind of already
gives you a pretty good idea

746
00:32:39,070 --> 00:32:42,860
of how the computer
game is going to work.

747
00:32:42,860 --> 00:32:46,670
So I'm not too worried about--
if your game just ran on text,

748
00:32:46,670 --> 00:32:49,060
it could still be
comprehensible.

749
00:32:49,060 --> 00:32:52,840
So I'm not so
worried about that.

750
00:32:52,840 --> 00:32:57,080
But so these are the games
that we have short-listed.

751
00:32:57,080 --> 00:33:01,080
Not all these games necessarily
become project two games,

752
00:33:01,080 --> 00:33:04,790
because we've got-- one, two,
three, four, five, six, seven,

753
00:33:04,790 --> 00:33:07,750
eight, nine, 10-- 10.

754
00:33:07,750 --> 00:33:09,607
And we're hoping
for teams of six.

755
00:33:09,607 --> 00:33:10,690
PROFESSOR 1: Teams of six.

756
00:33:10,690 --> 00:33:13,401
PROFESSOR 2: We do not have
60 people in a classroom, OK?

757
00:33:13,401 --> 00:33:13,901
So--

758
00:33:13,901 --> 00:33:15,984
PROFESSOR 1: We have about
47 last time I checked.

759
00:33:15,984 --> 00:33:18,446
So about seven teams?

760
00:33:18,446 --> 00:33:20,070
PROFESSOR 2: About
seven teams, so that

761
00:33:20,070 --> 00:33:23,260
means three of these projects
will have to get cut.

762
00:33:23,260 --> 00:33:25,290
And we'll probably
just cut them based

763
00:33:25,290 --> 00:33:28,630
on whether they have enough
people on the team, which

764
00:33:28,630 --> 00:33:31,280
means then the people who
have signed up on those teams

765
00:33:31,280 --> 00:33:33,130
will have to find
some other team.

766
00:33:33,130 --> 00:33:34,769
Now, that's going to
be really obvious.

767
00:33:34,769 --> 00:33:36,310
Once you have your
Post-its up there,

768
00:33:36,310 --> 00:33:37,768
you're going to
see how many people

769
00:33:37,768 --> 00:33:39,010
have signed onto each team.

770
00:33:39,010 --> 00:33:45,130
And we want you to try to get
to a team of at least five.

771
00:33:45,130 --> 00:33:47,530
Six is good, OK?

772
00:33:47,530 --> 00:33:52,530
PROFESSOR 1: So team formation.

773
00:33:52,530 --> 00:33:53,320
Come on down.

774
00:33:53,320 --> 00:33:55,080
Put your name on a Post-it.

775
00:33:55,080 --> 00:33:58,310
You do not need to choose the
game you were on previously.

776
00:34:00,940 --> 00:34:04,030
Once you've put your
Post-it down, sit back down.

777
00:34:08,250 --> 00:34:09,210
Sit down.

778
00:34:13,210 --> 00:34:13,819
Come on back.

779
00:34:13,819 --> 00:34:14,360
Come on back.

780
00:34:14,360 --> 00:34:18,679
We'll read off the names and
we'll see how this is going.

781
00:34:18,679 --> 00:34:19,320
Come on back.

782
00:34:19,320 --> 00:34:19,969
Come on back.

783
00:34:19,969 --> 00:34:22,566
Come on back.

784
00:34:22,566 --> 00:34:23,690
Did you put your name down?

785
00:34:23,690 --> 00:34:24,650
AUDIENCE: What's up?

786
00:34:24,650 --> 00:34:25,530
PROFESSOR 1: Did
put your name down?

787
00:34:25,530 --> 00:34:26,302
AUDIENCE: I did, yeah.

788
00:34:26,302 --> 00:34:27,635
PROFESSOR 1: Then sit back down.

789
00:34:27,635 --> 00:34:28,730
Sit back down.

790
00:34:28,730 --> 00:34:31,553
Sit back down, back down.

791
00:34:31,553 --> 00:34:33,469
AUDIENCE: Can I add my
name if there's already

792
00:34:33,469 --> 00:34:34,139
six on something?

793
00:34:34,139 --> 00:34:34,679
PROFESSOR 1: Yes, you can.

794
00:34:34,679 --> 00:34:35,699
It just means you're
going to get moved

795
00:34:35,699 --> 00:34:37,089
or somebody's
going to get moved.

796
00:34:37,089 --> 00:34:39,940
OK.

797
00:34:39,940 --> 00:34:43,769
If you're not decided, you can
sit down with your name, too.

798
00:34:43,769 --> 00:34:44,622
All right.

799
00:34:44,622 --> 00:34:45,330
Everybody's down?

800
00:34:48,414 --> 00:34:48,914
All right.

801
00:34:51,530 --> 00:34:55,250
Lazy Beaver, sorry to say.

802
00:34:55,250 --> 00:34:58,910
Maybe we'll see you
in project three.

803
00:34:58,910 --> 00:35:02,430
We've got three, three,
three-- no, wait.

804
00:35:02,430 --> 00:35:03,883
That's more than three.

805
00:35:03,883 --> 00:35:07,110
Three, three, three and two.

806
00:35:07,110 --> 00:35:11,730
And we've got one, two, three,
four five; one, two, three,

807
00:35:11,730 --> 00:35:13,110
four, five six, seven.

808
00:35:17,630 --> 00:35:20,290
The Future-- maybe
you're moving.

809
00:35:20,290 --> 00:35:22,186
One, two, three, four,
five, six, seven,

810
00:35:22,186 --> 00:35:23,530
eight, nine-- oh, my god-- ten.

811
00:35:23,530 --> 00:35:24,810
We're cutting that with two.

812
00:35:24,810 --> 00:35:26,762
One, two, three,
four, five, six.

813
00:35:26,762 --> 00:35:27,750
You're OK.

814
00:35:27,750 --> 00:35:29,460
One, two, three, four, five.

815
00:35:29,460 --> 00:35:30,060
All right.

816
00:35:30,060 --> 00:35:37,400
So Blind Aliens is set with
Roy, [? Mikael, ?] Miriam,

817
00:35:37,400 --> 00:35:41,210
[? Shalam, ?] [INAUDIBLE],
and [INAUDIBLE].

818
00:35:41,210 --> 00:35:44,070
Apologies if butchered the name.

819
00:35:44,070 --> 00:35:45,885
Blind Aliens, you're done.

820
00:35:45,885 --> 00:35:47,760
Where there any other
sixes that I'm missing?

821
00:35:47,760 --> 00:35:48,259
No.

822
00:35:48,259 --> 00:35:54,479
OK, so the big ones, Comcastic--
one, two, three, four, five,

823
00:35:54,479 --> 00:35:55,210
six, seven.

824
00:35:55,210 --> 00:35:57,430
We need at least one to leave.

825
00:35:57,430 --> 00:35:58,750
Is that you, Sam?

826
00:35:58,750 --> 00:36:00,900
Maybe it's Matt.

827
00:36:00,900 --> 00:36:01,910
Julia?

828
00:36:01,910 --> 00:36:02,900
Sabrina?

829
00:36:02,900 --> 00:36:06,320
Anderson, Sean, or [? Tage? ?]

830
00:36:06,320 --> 00:36:10,059
Modgi Dice-- one, two, three,
four, five, six, seven, eight,

831
00:36:10,059 --> 00:36:13,230
nine ten.

832
00:36:13,230 --> 00:36:17,360
Devon, Peter, Caleb, Megan,
Jordan, Kevin, Jeremy, Bennett,

833
00:36:17,360 --> 00:36:18,320
Derek, Harry.

834
00:36:18,320 --> 00:36:20,290
Derek, I said big letters.

835
00:36:20,290 --> 00:36:21,643
[LAUGHTER]

836
00:36:22,996 --> 00:36:25,660
You're lucky I'm wearing these.

837
00:36:25,660 --> 00:36:27,875
Anybody I just
named, come on down.

838
00:36:27,875 --> 00:36:28,375
Move.

839
00:36:31,750 --> 00:36:34,830
You have a couple minutes
to discuss down here.

840
00:36:34,830 --> 00:36:36,940
So Modgi Dice, come over here.

841
00:36:36,940 --> 00:36:39,140
OK, great, Comcastic,
taken care of.

842
00:36:43,132 --> 00:36:46,116
AUDIENCE: [INAUDIBLE] has a
problem that it's just so cool.

843
00:36:46,116 --> 00:36:47,574
PROFESSOR 1: You'll
get to play it.

844
00:36:52,020 --> 00:36:53,510
AUDIENCE: [INAUDIBLE] us.

845
00:36:53,510 --> 00:36:54,420
Look.

846
00:36:54,420 --> 00:36:56,220
AUDIENCE: [INAUDIBLE]
on the ground.

847
00:36:56,220 --> 00:36:58,470
PROFESSOR 1: If anybody on
these other teams are like,

848
00:36:58,470 --> 00:36:59,628
woo, come over to our side.

849
00:36:59,628 --> 00:37:00,912
AUDIENCE: [INAUDIBLE].

850
00:37:00,912 --> 00:37:01,620
PROFESSOR 1: Why?

851
00:37:01,620 --> 00:37:02,923
Why do you want people?

852
00:37:02,923 --> 00:37:04,988
AUDIENCE: We're all
very nice people.

853
00:37:04,988 --> 00:37:05,821
[INTERPOSING VOICES]

854
00:37:09,202 --> 00:37:11,630
PROFESSOR 1: All right.

855
00:37:11,630 --> 00:37:14,490
One, two, three, four,
five, six, seven, eight--

856
00:37:14,490 --> 00:37:17,010
I need two more people to leave.

857
00:37:17,010 --> 00:37:20,280
Get out.

858
00:37:20,280 --> 00:37:21,252
AUDIENCE: We love you.

859
00:37:32,885 --> 00:37:34,260
PROFESSOR 1: We
need some chants.

860
00:37:34,260 --> 00:37:35,630
Come on.

861
00:37:35,630 --> 00:37:36,980
All right.

862
00:37:36,980 --> 00:37:40,300
Modgi Dice, you are now one,
two, three, four, five, six.

863
00:37:40,300 --> 00:37:41,050
You're golden.

864
00:37:47,950 --> 00:37:49,844
Sparkly Redemption,
you've got five.

865
00:37:49,844 --> 00:37:51,510
We're going to let
you stand for awhile.

866
00:37:51,510 --> 00:37:53,844
Lost Underground,
you've got four.

867
00:37:53,844 --> 00:37:55,260
Beaver Revolution,
you've got one,

868
00:37:55,260 --> 00:37:57,798
two, three, four, five--
ooh, you've got six.

869
00:37:57,798 --> 00:37:58,298
Yay.

870
00:38:02,210 --> 00:38:03,340
Making my life easy.

871
00:38:05,920 --> 00:38:07,897
Plunder Winds, one,
two, three, four, five.

872
00:38:07,897 --> 00:38:08,730
You're cool for now.

873
00:38:08,730 --> 00:38:11,660
Dragon's Lair, you've got three.

874
00:38:11,660 --> 00:38:13,620
[SIGH] Live On,
you've got three.

875
00:38:13,620 --> 00:38:16,530
Lost Underground,
you've got four.

876
00:38:16,530 --> 00:38:18,060
We need one of you
to self-destruct.

877
00:38:22,840 --> 00:38:25,860
Come on down if you
want to self-destruct,

878
00:38:25,860 --> 00:38:28,092
or I'll blow it up for you.

879
00:38:28,092 --> 00:38:29,900
AUDIENCE: Roll a die?

880
00:38:29,900 --> 00:38:31,473
Roll a die?

881
00:38:31,473 --> 00:38:33,098
PROFESSOR 1: You want
me to roll a die?

882
00:38:33,098 --> 00:38:34,890
AUDIENCE: Yes.

883
00:38:34,890 --> 00:38:38,700
PROFESSOR 1: Oh my
god, I love this.

884
00:38:38,700 --> 00:38:42,100
This is the best ever.

885
00:38:42,100 --> 00:38:44,920
Ooh.

886
00:38:44,920 --> 00:38:47,910
We've got one, two,
three that we're rolling.

887
00:38:47,910 --> 00:38:49,510
We've got a 6-sided die.

888
00:38:49,510 --> 00:38:50,860
How should I do it?

889
00:38:50,860 --> 00:38:54,645
One, two, three,
four, five, six.

890
00:38:54,645 --> 00:38:56,920
AUDIENCE: But Lost
Underground has four people.

891
00:38:56,920 --> 00:38:57,878
PROFESSOR 1: What's up?

892
00:38:57,878 --> 00:38:58,680
Oh, you're right.

893
00:38:58,680 --> 00:39:03,680
One, two, three,
four, five, six.

894
00:39:03,680 --> 00:39:04,494
Four.

895
00:39:04,494 --> 00:39:07,060
One, two, three, four,
five, six-- Dragon's Lair.

896
00:39:07,060 --> 00:39:08,276
Sorry.

897
00:39:08,276 --> 00:39:09,150
AUDIENCE: It's chill.

898
00:39:09,150 --> 00:39:11,117
PROFESSOR 1: It's cool.

899
00:39:11,117 --> 00:39:12,450
You could do it for project two.

900
00:39:12,450 --> 00:39:13,040
Come on down.

901
00:39:13,040 --> 00:39:14,494
Move yourself.

902
00:39:14,494 --> 00:39:17,660
AUDIENCE: Were you
moving [INAUDIBLE]?

903
00:39:17,660 --> 00:39:19,330
PROFESSOR 1: What's up?

904
00:39:19,330 --> 00:39:19,830
Aha.

905
00:39:27,430 --> 00:39:29,030
All right, that's six.

906
00:39:29,030 --> 00:39:31,960
It's done.

907
00:39:31,960 --> 00:39:34,290
Sparkly Redemption,
you've been redeemed.

908
00:39:39,480 --> 00:39:45,452
One, two, three, four, five.

909
00:39:45,452 --> 00:39:47,400
One, two, three,
four, five, six.

910
00:39:47,400 --> 00:39:52,800
Plunder Winds, you are all
set to go, to sail away.

911
00:39:55,095 --> 00:39:56,720
How many more of
these do I have in me?

912
00:40:06,100 --> 00:40:07,760
We do have uneven numbers.

913
00:40:07,760 --> 00:40:08,670
Life is unfair.

914
00:40:08,670 --> 00:40:10,035
Randomness, people, randomness.

915
00:40:13,010 --> 00:40:15,480
One, two, three, four, five.

916
00:40:15,480 --> 00:40:16,910
One, two three.

917
00:40:16,910 --> 00:40:19,790
Choose another team,
any team, please.

918
00:40:19,790 --> 00:40:22,341
Live On, choose another
team, any team please.

919
00:40:22,341 --> 00:40:23,174
[INTERPOSING VOICES]

920
00:40:25,854 --> 00:40:27,020
That's up to them to decide.

921
00:40:27,020 --> 00:40:28,353
But they can do it if they want.

922
00:40:28,353 --> 00:40:30,370
I don't recommend
it, by the way.

923
00:40:30,370 --> 00:40:33,807
But you can choose any one of
these that's on the board, too.

924
00:40:33,807 --> 00:40:35,390
AUDIENCE: Wait,
anything on the board?

925
00:40:35,390 --> 00:40:37,473
PROFESSOR 1: You can choose
anything on the board.

926
00:40:37,473 --> 00:40:40,340
AUDIENCE: Wait, not [INAUDIBLE].

927
00:40:40,340 --> 00:40:42,595
PROFESSOR 1: One, two,
three, four, five, six,

928
00:40:42,595 --> 00:40:45,875
seven-- you've got
seven choices, so many.

929
00:40:45,875 --> 00:40:47,750
No, too many, too many.

930
00:40:47,750 --> 00:40:48,250
No.

931
00:40:48,250 --> 00:40:49,675
AUDIENCE: I got there first.

932
00:40:49,675 --> 00:40:51,008
PROFESSOR 1: He got there first.

933
00:40:51,008 --> 00:40:52,540
AUDIENCE: I want
to join this one.

934
00:40:52,540 --> 00:40:53,340
PROFESSOR 1: Were you this one?

935
00:40:53,340 --> 00:40:54,048
AUDIENCE: Uh-huh.

936
00:40:54,048 --> 00:40:55,424
PROFESSOR 1: Sorry.

937
00:40:55,424 --> 00:40:56,090
You were second.

938
00:40:56,090 --> 00:40:57,007
You were so close.

939
00:41:00,249 --> 00:41:01,290
So don't choose this one.

940
00:41:01,290 --> 00:41:03,060
And don't choose this one.

941
00:41:03,060 --> 00:41:05,540
One, two three, four,
five, six, seven.

942
00:41:05,540 --> 00:41:06,940
You've got Sparkly Redemption.

943
00:41:06,940 --> 00:41:09,677
You've got Blind Aliens, Beaver
Evolution, Plunder Winds,

944
00:41:09,677 --> 00:41:10,510
or Lost Underground.

945
00:41:14,350 --> 00:41:16,430
All right.

946
00:41:16,430 --> 00:41:17,230
We are done.

947
00:41:17,230 --> 00:41:19,725
[APPLAUSE]

948
00:41:24,220 --> 00:41:27,674
What are we doing
the rest of the day?

949
00:41:27,674 --> 00:41:28,812
AUDIENCE: We're doing--

950
00:41:28,812 --> 00:41:30,520
PROFESSOR 1: You had
two for project one.

951
00:41:30,520 --> 00:41:35,200
You've got five for
project two I think you're

952
00:41:35,200 --> 00:41:38,350
cheating somehow, myself.

953
00:41:38,350 --> 00:41:39,648
Yes?

954
00:41:39,648 --> 00:41:41,464
PROFESSOR 3: I would
encourage, actually,

955
00:41:41,464 --> 00:41:46,380
we ask people to move
around because [INAUDIBLE],

956
00:41:46,380 --> 00:41:51,568
and we just give people spots
to regroup in [INAUDIBLE].

957
00:41:51,568 --> 00:41:52,818
PROFESSOR 1: We meet as teams?

958
00:41:52,818 --> 00:41:55,626
PROFESSOR 3: Meet
at their team tags.

959
00:41:55,626 --> 00:41:58,760
And then find a place
in the room to sit down,

960
00:41:58,760 --> 00:42:02,575
re-discuss vision statements,
and start planning out

961
00:42:02,575 --> 00:42:03,074
[INAUDIBLE].

962
00:42:06,360 --> 00:42:08,870
PROFESSOR 1: So no.

963
00:42:12,252 --> 00:42:13,020
Huh, you're right.

964
00:42:13,020 --> 00:42:14,269
I don't have a slide for this.

965
00:42:14,269 --> 00:42:16,480
All right, so we're going
to do exactly as Sara said,

966
00:42:16,480 --> 00:42:19,820
which you did not hear but I
did because I was listening.

967
00:42:19,820 --> 00:42:22,310
Sparkly Redemption,
hang out over here.

968
00:42:22,310 --> 00:42:25,860
Actually, before you move,
what we're going to do,

969
00:42:25,860 --> 00:42:26,910
come down here.

970
00:42:26,910 --> 00:42:27,710
Meet each other.

971
00:42:27,710 --> 00:42:28,600
Shake some hands.

972
00:42:28,600 --> 00:42:29,650
Get to know each other.

973
00:42:29,650 --> 00:42:30,410
Sit back down.

974
00:42:30,410 --> 00:42:33,260
You've got one hour left today.

975
00:42:33,260 --> 00:42:35,160
Talk about your schedule.

976
00:42:35,160 --> 00:42:37,290
Talk about your
vision statement.

977
00:42:37,290 --> 00:42:38,520
Look at your prototype.

978
00:42:38,520 --> 00:42:41,090
Work on your
prototype some more.

979
00:42:41,090 --> 00:42:43,310
Re-write your vision
statement, and talk

980
00:42:43,310 --> 00:42:45,590
about what it
actually means to make

981
00:42:45,590 --> 00:42:47,330
a digital version of this game.

982
00:42:47,330 --> 00:42:49,080
So Sparkly Redemption.

983
00:42:49,080 --> 00:42:50,520
PROFESSOR 3: And
whatever you do,

984
00:42:50,520 --> 00:42:53,639
do not forget to exchange
contact information.

985
00:42:53,639 --> 00:42:54,680
PROFESSOR 1: Oh, my lord.

986
00:42:54,680 --> 00:42:55,320
PROFESSOR 3: Email--

987
00:42:55,320 --> 00:42:56,497
PROFESSOR 1: Were you not going
to give each other your email

988
00:42:56,497 --> 00:42:56,997
addresses?

989
00:42:56,997 --> 00:42:59,181
PROFESSOR 3: Phone
numbers, whatever.

990
00:42:59,181 --> 00:43:00,180
PROFESSOR 1: Modgi Dice.

991
00:43:03,490 --> 00:43:04,150
Blind Aliens.

992
00:43:09,410 --> 00:43:10,240
Beaver Evolution.

993
00:43:15,757 --> 00:43:16,340
Plunder Winds.

994
00:43:24,805 --> 00:43:25,445
And Comcastic.

995
00:43:33,735 --> 00:43:34,735
This is the safe, right?

996
00:43:39,319 --> 00:43:40,732
PROFESSOR 2: That was fast.

997
00:43:40,732 --> 00:43:41,674
PROFESSOR 1: Yeah.

998
00:43:41,674 --> 00:43:44,007
No, it's one of the things
where you might not be happy,

999
00:43:44,007 --> 00:43:44,925
but it gets done.

1000
00:43:44,925 --> 00:43:47,050
PROFESSOR 3: Hey, I think
you ran that really well,

1001
00:43:47,050 --> 00:43:47,551
by the way.

1002
00:43:47,551 --> 00:43:48,508
PROFESSOR 1: Thank you.

1003
00:43:48,508 --> 00:43:51,370
PROFESSOR 3: That was a hard
team formation, especially when

1004
00:43:51,370 --> 00:43:52,820
people had to jump ship.

1005
00:43:52,820 --> 00:43:54,460
PROFESSOR 1: I wanted to just
put one of them on that one,

1006
00:43:54,460 --> 00:43:56,700
but I didn't want to be the
one placing people in teams.

1007
00:43:56,700 --> 00:43:59,155
PROFESSOR 3: Yeah, and I think
that's the right way to do it.

1008
00:43:59,155 --> 00:43:59,905
PROFESSOR 1: Yeah.

1009
00:44:02,583 --> 00:44:03,083
What's up?

1010
00:44:03,083 --> 00:44:04,070
AUDIENCE: What should
we do with the stuff--?

1011
00:44:04,070 --> 00:44:05,510
PROFESSOR 1: Oh yes,
someone just asked.

1012
00:44:05,510 --> 00:44:07,260
What do you do with
the old prototype

1013
00:44:07,260 --> 00:44:08,610
that didn't get chosen?

1014
00:44:08,610 --> 00:44:12,180
Take pictures of it first.

1015
00:44:12,180 --> 00:44:13,170
Set it aside.

1016
00:44:13,170 --> 00:44:14,960
Maybe put it in an envelope.

1017
00:44:14,960 --> 00:44:16,930
And then maybe it
might come back

1018
00:44:16,930 --> 00:44:21,020
for project three, so
don't forget about it.