The Game Jam was held on February 7th.

We will try to hold another similar event soon!

Google Doc of this page with pictures – https://docs.google.com/document/d/1BO0fKdjNtLq9EfusMFD_k-GSPKoRoRynd2rlgiy49_s/edit?usp=sharing

The Game Jam modeled one method for creating a paper prototype and storyboarding for a 2D game.

 

Phase 1: Design the Essentials

There were several rounds of brain storming. Each round, each person was given 3 sticky notes to write their ideas on and 3 colored dot sticker to cast their vote with. Each round, a certain aspects of the game design was determined. Ideas written on the sticky notes could be helpful objects, harmful object, actions they players can do, goals, etc.

 

Each round took 15 minutes and was broken into the following time allotments:

  1. Think silently (4 minutes), write down or draw your ideas onto each of the 3 sticky notes allowed for this round.
  2. Discuss (7 minutes), take turns presenting your ideas. Explain what is written or drawn.
  3. Combine (2 minutes), if there are duplicate ideas, combine the sticky notes into one. For instance if one person has a fire breathing dragon and one person has an ice breathing dragon, they could agree that a dragon is the important aspect and combine the idea.
  4. Vote (2 minutes), vote using your 3 colored stickers to cast your vote for your favorite ideas. You can only vote for one of your own ideas and the other 2 votes must be placed on other people’s ideas.

Once voting is complete for the round, write the 3 ideas with the most votes on your worksheet along with the number of votes received. Leave those 3 ideas in the middle and set all other sticky notes aside. NOTE: I suggested the boys leave all ideas in the middle and not discard them yet. While on one round an idea might not be the favorite, in future rounds that idea might win out as the best one. I didn’t think it hurt to leave old ideas out there.

 

Repeat 6 times!

 

Phase 2: Evaluate the Essentials

2.1 – Playtest:

By now there should be no more than 8 objects. 1 character, 1 goal,. 3 helpful objects and 3 harmful objects. It may be tempting to add more but keep it simple at first.

 

Take turns, one person at a time, arranging the game world objects and take turns controlling the character as it moves, interacting with the objects. During this phase determine how the character moves. What happens when two objects come into contact with each other.

 

During the playtest, have a teammate who is not controlling the character write down the best relationships discovered during play.

 

2.1 Best moments:

Discuss and vote on the best moments recorded above.

 

2.3 State changes:

For the top voted moments, did any of the objects involved change in some way? Draw sticky notes for changes of state. Stack different states for the same object on top of each other with the default state on top.

 

2.4 – Substitution:

You cannot add any additional objects yet, but you can take something away and replace it with an object you set aside during the initial phase if something seems to work better now that you are playing it through.

 

Phase 3: Design the Details

3.1 – Goal Object:

Draw or write three ideas for goal objects. What is the goal of your character? Whatever it is, your character must perform one or more of the actions you’ve selected above to reach it.

 

3.2 – Environment Objects

Draw or write three ideas for environment objects. Do these objects block your character or allow them access to another part of your game? Can it be changed by your character?

 

3.3 – Character Object:

Draw or write three objects that represent your game’s character(s). Who is the character in your game world? A plumber? Ninja? Whoever they are, remember they must be able to perform the previous actions selected. Feel free to come up with character states as well.

 

Phase 4: Evaluate the details

4.1 Playtest

Play through your game again with the same rules, only this time with the new objects. After a few play throughs, try removing some objects you think might be unnecessary. Take turns controlling the character. A teammate who is not controlling the character should write down the best moments of interaction.

 

 

4.2 Best moments

Discuss and vote on the best moment recorded above. Each team member gets 3 votes.

 

4.3 Subtraction

What objects aren’t being used or rarely being used? Explore how the game would work without those objects.

 

 

Phase 5: Documentation

5.1 – Object Documentation

Fill out a Game Object Document worksheet for each object in your game. Having everything about an object in one place will come in handy when you are programming it. Hold onto these!

 

 

5.2 Elevator Pitch

Write down a short – one sentence – description of your game based on the goal, actions and objects you’ve designed.