0:00 - 5:00 Interesting game where you record a certain action and then it replays in the game. Game based on playing with time...
Prototyped game in flash and kept prototyping to get enough to hold a team down.
Did other prototype other games while doing this one.
Also used paper prototyping.
Focused on System Mechanics...
Did test board game prototypes on a few team members and users...
5:00 - 10:00 The call to recruit more team-members...
Had a recruitment meeting and showed demo to recruit other folks.
Put up a flier all over campus. Put out an e-mail blast...and went to classes, etc.
Thirty people showed up to the meeting...
All of them were pretty much designers. But they were looking for engineers.
Let everyone stay...and the person that kept showing up week after week...those are the ones with the passion.
Found a high schooler to help do the programming.
Visual design of the game is very unique... One of the designers was also an artist
10:00 - 15:00 One challenge was listening to an Engineer professor about using a 3D engine instead of Flash... so tried it for a month, but it wasn't working after a month...so went back to flash...it was hard to change to change back at the time, but it was a good decision.
At University of Southern California, the environment allows for innovation. Design on paper, etc. Even though most folks in the game design program there are not programmers, try to collaborate with engineering school to help with games. 2 things learned from game design school... 1) Prototype 2) Get the game out there
Future plans are to get the game out as a downloadable on one of the console games
Show Notes: Simple Flash RPG...won Best Browser Game award Star Control 2 Paper Prototyping First tested out paper prototypes on self Casual RPG Try to be able to level up in 10-15 minutes Idea is to have players have quick success and quick action If you die, that's ok...equipment is still persistent
Did some rough prototypes in Flash Worked on converting in-browser game...into .exe version
Current goal is to finish up Iron Dukes and get out to market...
Looking to do online and multiplayer capabilities of flash
Advice for other indies... Start small Smaller design is much more effective Start small and continually expand from there Can give players something loose and allow folks to create their own story :)
Show Notes: Based on the Fairy Tale of Little Red Riding Hood... But altered and a little darker.
Have an MMO called the "Endless Forest"
This is a "Short Horror Game"
Making a rich environment and dropping the player inside it...and not force-feeding the story
First two games made were very light.
No games out there to satisfy emotions they wanted...so they made this game to fulfill desire to see games that cover emotions not yet expressed in other games.
Big challenges to game....decide on what to do and what to outsource to others.
Looking for folks that they don't have to manage.
IGF useful for play testing a game
Things they will change baed on feedback at IGF... Find better ways to communicate thing without text
Next Steps: Improve the game
About to release another game. A small experimental game...called "The Graveyard"
Nuances of these types of games... It isn't a casual game, but do value casual gameplay Casual Gameplay with Mature Content Have fun ways to convey gruesome things without violence It's more about a psychological story that is in your head...so play with interactivity to inspire the player's imagination
It's important that a work of art is about the player...so leave things open enough to interpret things for their own lives.
Wants to take interactivity to enhance that
Suggestions for indies... 1) Make what you want to make 2) Make what's inside you 3) A game is a conversation...try things out
Show Notes: 0:00 - 5:00 Josh from Singapore-MIT Gambit Game Lab An experimental gameplay lab Focuses on interesting games that couldn't exist in the market yet Created a Facebook game Has a resource management game Having an ant colony and resource management Did a paper prototyping
Design Process principles is... "Fail Early, Fail Often"
Started with paper prototyping early on.
Wrestled with whether should have public or private information.
Tested people in the lab, classmates, etc.
Do a search for "Eat Wars"
5:00 - 10:00 Issues with designing for Facebook... There are people with varying levels of commitment Have to design for people and their friends
Need to design for multiple play styles
Have room now for players that are more aggressive and cooperative
Looking for ways for players to be more social
Get more points for convincing players to bring friends in
Accomodating people's natural habits on Facebook
In the future... May work on other game platforms Looking into Flickr Games Opportunities for different types of games is very exciting
Sychronous vs. Asychronous gaming... Need to have a balance between letting folks advance and letting people grief their friends at 3 AM in the morning
Systems where you can plan ahead and moves at one time and it acts that way later on in the game
10:00 - 11:30 Favorite Game on Facebook... Scrabulous Parking Wars