1 00:00:00,060 --> 00:00:02,500 The following content is provided under a Creative 2 00:00:02,500 --> 00:00:04,019 Commons license. 3 00:00:04,019 --> 00:00:06,360 Your support will help MIT OpenCourseWare 4 00:00:06,360 --> 00:00:10,730 continue to offer high-quality educational resources for free. 5 00:00:10,730 --> 00:00:13,330 To make a donation or view additional materials 6 00:00:13,330 --> 00:00:17,217 from hundreds of MIT courses, visit MIT OpenCourseWare 7 00:00:17,217 --> 00:00:17,842 at ocw.mit.edu. 8 00:00:22,094 --> 00:00:23,510 RIK EBERHARDT: I also had a couple 9 00:00:23,510 --> 00:00:25,150 of students asking me about, what 10 00:00:25,150 --> 00:00:27,299 do you do after this class? 11 00:00:27,299 --> 00:00:29,340 If you want to take more classes in games, if you 12 00:00:29,340 --> 00:00:31,048 want to take more classes in game design, 13 00:00:31,048 --> 00:00:33,470 if you're thinking about the spring semester, 14 00:00:33,470 --> 00:00:36,880 I just wanted to throw some course numbers up here. 15 00:00:36,880 --> 00:00:41,290 So there's CMS.301. 16 00:00:41,290 --> 00:00:44,070 It's Introduction to Game Design Methods. 17 00:00:44,070 --> 00:00:46,570 If you're interested in design research, 18 00:00:46,570 --> 00:00:48,820 if you're interested in design methods, 19 00:00:48,820 --> 00:00:51,110 and you happen to also be interested in games, 20 00:00:51,110 --> 00:00:54,060 but you're likely going to be doing things in design 21 00:00:54,060 --> 00:00:57,010 elsewhere-- so that might be application design, 22 00:00:57,010 --> 00:01:00,519 toy design, anything physical, anything game-like, whatever. 23 00:01:00,519 --> 00:01:02,310 The methods they're going to teach in there 24 00:01:02,310 --> 00:01:04,143 are going to be useful for all those things. 25 00:01:04,143 --> 00:01:07,540 But the class is focused on using game design as a way 26 00:01:07,540 --> 00:01:11,650 to talk about design methods-- so CMS.301. 27 00:01:11,650 --> 00:01:17,420 CMS.608 is a class Phillip teaches, and I co-teach 28 00:01:17,420 --> 00:01:19,210 with him, on game design-- so if you 29 00:01:19,210 --> 00:01:24,390 want to know more about how games are designed. 30 00:01:24,390 --> 00:01:27,390 Some topics we talk about are things like game balance, 31 00:01:27,390 --> 00:01:29,400 tuning. 32 00:01:29,400 --> 00:01:31,690 The projects are all board games and card games. 33 00:01:31,690 --> 00:01:34,390 So the entire class is done with analog game design. 34 00:01:34,390 --> 00:01:38,180 So we can actually get more detail into how rules work, 35 00:01:38,180 --> 00:01:39,989 how rules mix together. 36 00:01:39,989 --> 00:01:41,280 We play a bunch of board games. 37 00:01:41,280 --> 00:01:42,400 We analyze them. 38 00:01:42,400 --> 00:01:43,776 And then we make board games. 39 00:01:43,776 --> 00:01:45,650 It's very similarly structured to this class. 40 00:01:45,650 --> 00:01:46,910 It's team-based. 41 00:01:46,910 --> 00:01:52,450 You'll do four game design projects in that class. 42 00:01:52,450 --> 00:01:56,670 There is CMS.610. 43 00:01:56,670 --> 00:02:01,610 That is Media Industries and Systems, the Art, Science, 44 00:02:01,610 --> 00:02:02,790 and Business of Games. 45 00:02:02,790 --> 00:02:06,130 That's taught by Chris Weaver from Bethesda Softworks. 46 00:02:06,130 --> 00:02:10,669 He worked on the Elder Scrolls series for a while. 47 00:02:10,669 --> 00:02:14,612 His class is focused on the business and publisher 48 00:02:14,612 --> 00:02:16,320 side of the equation of game development. 49 00:02:16,320 --> 00:02:18,200 So if you're thinking about doing this 50 00:02:18,200 --> 00:02:21,164 as a professional career, at some point 51 00:02:21,164 --> 00:02:23,330 you're likely going to have to deal with publishers. 52 00:02:23,330 --> 00:02:25,140 Either you're going to be working for one, 53 00:02:25,140 --> 00:02:27,140 you're at a studio that will be working for one, 54 00:02:27,140 --> 00:02:28,830 or you will be pitching to one yourself. 55 00:02:28,830 --> 00:02:31,920 So the big focus of that class is the pitch. 56 00:02:31,920 --> 00:02:35,610 How do you pitch your ideas to another group? 57 00:02:35,610 --> 00:02:37,580 And it's also focused on the demo. 58 00:02:37,580 --> 00:02:40,430 So if anybody's heard of the term E3 demo-- 59 00:02:40,430 --> 00:02:42,280 basically how to make your game look good 60 00:02:42,280 --> 00:02:44,480 even though it doesn't work. 61 00:02:44,480 --> 00:02:45,980 Hopefully the game works at the end. 62 00:02:45,980 --> 00:02:48,830 But it's really focused on, what do you need in your game 63 00:02:48,830 --> 00:02:50,980 in order to communicate that game to another person 64 00:02:50,980 --> 00:02:55,430 in order to provide funding for your game? 65 00:02:55,430 --> 00:02:57,400 So that's CMS.610. 66 00:02:57,400 --> 00:02:58,580 It's a really great course. 67 00:02:58,580 --> 00:03:00,280 He has a lot of really good war stories 68 00:03:00,280 --> 00:03:02,340 from what the game development process 69 00:03:02,340 --> 00:03:05,360 was like from the '80s on up. 70 00:03:05,360 --> 00:03:12,330 And then lastly, CMS.617-- Sara and I teach that course. 71 00:03:12,330 --> 00:03:14,070 It's called Advanced Game Studio. 72 00:03:14,070 --> 00:03:17,450 It's basically an independent study, but with teams, 73 00:03:17,450 --> 00:03:18,250 to make games. 74 00:03:18,250 --> 00:03:21,620 You spend the entire semester making a single game. 75 00:03:21,620 --> 00:03:23,720 Sara and I act kind of as your publisher, 76 00:03:23,720 --> 00:03:28,050 kind of as your mom and dad, kind of as your mentor. 77 00:03:28,050 --> 00:03:31,140 Basically we are there to help you make your game, 78 00:03:31,140 --> 00:03:34,240 and to help your game from start to finish. 79 00:03:34,240 --> 00:03:36,950 But you have something that you can either 80 00:03:36,950 --> 00:03:40,200 submit to a festival, you could show to another person, 81 00:03:40,200 --> 00:03:43,470 or put in a portfolio. 82 00:03:43,470 --> 00:03:46,990 Before you start this class, you should be in a team already. 83 00:03:46,990 --> 00:03:50,790 So we'll be sending emails out about this. 84 00:03:50,790 --> 00:03:52,820 We try to do a few events in January 85 00:03:52,820 --> 00:03:56,840 for networking and for people to meet each other to form teams. 86 00:03:56,840 --> 00:03:58,340 But you could form teams with people 87 00:03:58,340 --> 00:04:01,170 you've met in this class and other classes. 88 00:04:01,170 --> 00:04:03,960 I have a feeling that people who took this class last year 89 00:04:03,960 --> 00:04:07,370 are going to be looking for teams for this year. 90 00:04:07,370 --> 00:04:10,470 So there'll be some emails going out 91 00:04:10,470 --> 00:04:12,450 around December and January, and hopefully 92 00:04:12,450 --> 00:04:18,149 one or two events going on at the Lab in January about that. 93 00:04:18,149 --> 00:04:18,649 Yeah. 94 00:04:18,649 --> 00:04:20,190 And then if anybody has any questions 95 00:04:20,190 --> 00:04:23,307 about if you want to minor in games at MIT, 96 00:04:23,307 --> 00:04:25,390 if you want to do a concentration in games at MIT, 97 00:04:25,390 --> 00:04:27,431 you can do that through Comparative Media Studies 98 00:04:27,431 --> 00:04:28,140 and Writing. 99 00:04:28,140 --> 00:04:30,160 You can talk to me about that after class. 100 00:04:30,160 --> 00:04:32,230 You can also go to the CMSW website 101 00:04:32,230 --> 00:04:34,960 and talk to Rebecca Shepardson about that, 102 00:04:34,960 --> 00:04:36,880 and what the requirements are for that. 103 00:04:36,880 --> 00:04:40,100 It's comparative media studies, so it's multiple media. 104 00:04:40,100 --> 00:04:42,790 But games is one of those media that you can 105 00:04:42,790 --> 00:04:45,500 focus on and concentrate in. 106 00:04:45,500 --> 00:04:46,480 OK. 107 00:04:46,480 --> 00:04:49,360 So that is the advertisement part of this class. 108 00:04:49,360 --> 00:04:54,230 So today we're going to finish up team formation. 109 00:04:54,230 --> 00:04:57,550 I'm going to introduce the Project 4 deadlines, which 110 00:04:57,550 --> 00:04:59,164 I briefly mentioned last week. 111 00:04:59,164 --> 00:05:01,080 And then we're going to start Project 4 today. 112 00:05:01,080 --> 00:05:03,730 You've got a lot of time today to do brainstorming 113 00:05:03,730 --> 00:05:07,140 and to do prototyping in your teams. 114 00:05:07,140 --> 00:05:08,620 We're recommending, because you're 115 00:05:08,620 --> 00:05:09,840 going to have eight-person teams, 116 00:05:09,840 --> 00:05:12,550 breaking up into smaller groups to do some initial prototyping. 117 00:05:12,550 --> 00:05:14,360 You want to basically think of this as 118 00:05:14,360 --> 00:05:16,139 prototyping as a means of brainstorming 119 00:05:16,139 --> 00:05:18,305 to come up with lots of different kinds of mechanics 120 00:05:18,305 --> 00:05:21,510 and actually try those mechanics out, and play with them 121 00:05:21,510 --> 00:05:24,707 a little bit, before you decide on one. 122 00:05:24,707 --> 00:05:26,415 We're giving you a lot of time to do this 123 00:05:26,415 --> 00:05:28,680 this week because we want you to have something 124 00:05:28,680 --> 00:05:31,199 playable by next Monday. 125 00:05:31,199 --> 00:05:32,105 So that's that. 126 00:05:34,716 --> 00:05:39,660 For teams, it sounds to me like we had five topics that 127 00:05:39,660 --> 00:05:41,020 were interesting to folks. 128 00:05:41,020 --> 00:05:46,130 Is anybody still interested in the malaria topic? 129 00:05:46,130 --> 00:05:47,070 OK. 130 00:05:47,070 --> 00:05:48,380 Not malaria. 131 00:05:48,380 --> 00:05:51,430 Why do you let me come up here and talk to you? 132 00:05:51,430 --> 00:05:52,320 What was it? 133 00:05:52,320 --> 00:05:53,040 Ebola. 134 00:05:53,040 --> 00:05:53,680 Ebola, yeah. 135 00:05:53,680 --> 00:05:55,130 So nobody was interested in that. 136 00:05:55,130 --> 00:05:56,510 All right. 137 00:05:56,510 --> 00:05:59,200 So I've got early warning leading to early action 138 00:05:59,200 --> 00:06:02,910 for heat waves, cholera prevention and hygiene, 139 00:06:02,910 --> 00:06:06,800 forecast-based funding, SNAP, and adapting to climate change. 140 00:06:06,800 --> 00:06:08,580 Even though we've got five topics, 141 00:06:08,580 --> 00:06:13,550 that does not mean we need to have one team per topic. 142 00:06:13,550 --> 00:06:15,920 We can have multiple teams doing the same topic. 143 00:06:15,920 --> 00:06:18,000 And that's OK. 144 00:06:18,000 --> 00:06:20,250 So raise your hand if you don't think you're on a team 145 00:06:20,250 --> 00:06:22,670 right now. 146 00:06:22,670 --> 00:06:24,577 OK, that's a good portion of you. 147 00:06:24,577 --> 00:06:26,660 So what we're going to do is, just like last time, 148 00:06:26,660 --> 00:06:30,160 we're going to break up into groups based on the room. 149 00:06:30,160 --> 00:06:32,690 If you're interested in the topic, go to that group. 150 00:06:32,690 --> 00:06:34,240 Talk with those folks. 151 00:06:34,240 --> 00:06:36,880 If you are in that group and you signed off, 152 00:06:36,880 --> 00:06:40,890 you said that you are definitely on this team 153 00:06:40,890 --> 00:06:43,350 through the mailing list, identify yourself to the group 154 00:06:43,350 --> 00:06:46,060 as yes, I signed up for this on the mailing list. 155 00:06:46,060 --> 00:06:47,690 This is what the team is so far. 156 00:06:47,690 --> 00:06:50,690 Here are the people on this team right now. 157 00:06:50,690 --> 00:06:53,070 And actually, to help that through, what I'm going to do 158 00:06:53,070 --> 00:06:56,040 is put these on the board. 159 00:06:56,040 --> 00:06:57,700 And then I'll have people who signed up 160 00:06:57,700 --> 00:06:59,060 for that team come down first. 161 00:06:59,060 --> 00:07:00,930 And then everyone else come down. 162 00:07:00,930 --> 00:07:05,720 So over here, let's do heat waves. 163 00:07:05,720 --> 00:07:16,240 Over here, let's do cholera, SNAP, climate change, 164 00:07:16,240 --> 00:07:19,620 and forecast-based funding. 165 00:07:19,620 --> 00:07:23,110 So if you are already on one of these teams, 166 00:07:23,110 --> 00:07:25,340 and you've said this is the team I want to be on, 167 00:07:25,340 --> 00:07:26,860 go to that area right now. 168 00:07:44,330 --> 00:07:45,000 Ah, whatever. 169 00:07:45,000 --> 00:07:45,500 That's OK. 170 00:07:49,516 --> 00:07:56,310 All right, so heat waves-- one, two, three, four, five. 171 00:07:56,310 --> 00:08:02,720 Cholera-- one, two, three, four, five. 172 00:08:02,720 --> 00:08:03,220 Cholera? 173 00:08:03,220 --> 00:08:04,400 Six. 174 00:08:04,400 --> 00:08:07,180 Cholera, seven. 175 00:08:07,180 --> 00:08:11,220 Are you-- standing up-- anybody here on SNAP? 176 00:08:11,220 --> 00:08:13,890 One, two, three, four, five, six, seven. 177 00:08:13,890 --> 00:08:14,470 OK, cool. 178 00:08:14,470 --> 00:08:17,800 If you're on SNAP, come on down with the rest of the group. 179 00:08:17,800 --> 00:08:20,790 Adapting to climate change-- if you're on the team, 180 00:08:20,790 --> 00:08:23,040 or if you think you're on that team-- OK. 181 00:08:23,040 --> 00:08:25,420 And then forecast-based funding, if you think you're 182 00:08:25,420 --> 00:08:27,070 on that team-- one, two so far? 183 00:08:27,070 --> 00:08:29,070 AUDIENCE: Everyone who thinks they're on a team, 184 00:08:29,070 --> 00:08:30,360 put their hands up. 185 00:08:30,360 --> 00:08:32,590 RIK EBERHARDT: OK. 186 00:08:32,590 --> 00:08:35,284 All right, so if we're going to-- one, two, three, four, 187 00:08:35,284 --> 00:08:36,450 five, six, there's only six. 188 00:08:36,450 --> 00:08:37,030 OK. 189 00:08:37,030 --> 00:08:41,230 So move to whatever team you're interested in right now. 190 00:08:41,230 --> 00:08:44,570 Talk with some folks. 191 00:08:44,570 --> 00:08:47,370 If you're on the team already, talk about some of the things 192 00:08:47,370 --> 00:08:51,140 that you talked about last week, brainstorming-wise. 193 00:08:51,140 --> 00:08:53,714 If you want to be on that team, talk with the members 194 00:08:53,714 --> 00:08:55,630 and ask if you can be on that team, basically. 195 00:08:55,630 --> 00:08:57,860 I'm going to check in on you in ten minutes 196 00:08:57,860 --> 00:08:59,460 to see what it looks like. 197 00:09:01,990 --> 00:09:03,752 AUDIENCE: Right now it seems small enough 198 00:09:03,752 --> 00:09:04,835 that we could be one team. 199 00:09:04,835 --> 00:09:07,160 Also Liz wants [INAUDIBLE]. 200 00:09:07,160 --> 00:09:28,339 [SIDE CONVERSATIONS] 201 00:09:28,339 --> 00:09:29,380 RIK EBERHARDT: All right. 202 00:09:29,380 --> 00:09:32,819 After this amount of discussion, how many people 203 00:09:32,819 --> 00:09:35,110 are still undecided about what team they want to be on? 204 00:09:37,930 --> 00:09:39,750 Kind of undecided? 205 00:09:39,750 --> 00:09:42,210 Anybody else kind of undecided? 206 00:09:42,210 --> 00:09:44,790 All right, so if you are 100% decided, 207 00:09:44,790 --> 00:09:46,880 put your name on your post-it. 208 00:09:46,880 --> 00:09:48,350 Put it up on one of these things. 209 00:09:48,350 --> 00:09:49,630 Do it really, really quick. 210 00:09:49,630 --> 00:09:50,170 Come up. 211 00:09:50,170 --> 00:09:50,670 Put it up. 212 00:09:50,670 --> 00:09:52,200 Sit back down, please. 213 00:09:52,200 --> 00:09:56,171 All right, so the dangers of having more than 10 people. 214 00:09:56,171 --> 00:09:56,920 PHILLIP TAN: Yeah. 215 00:09:56,920 --> 00:10:02,840 So in fact, there is already dangers 216 00:10:02,840 --> 00:10:05,490 of having eight people or more. 217 00:10:05,490 --> 00:10:09,280 But this class was actually intended for you to actually 218 00:10:09,280 --> 00:10:10,670 feel that pressure, right? 219 00:10:10,670 --> 00:10:12,840 When you've got an eight-person team, 220 00:10:12,840 --> 00:10:14,689 you're going to have communication problems 221 00:10:14,689 --> 00:10:15,230 up the wazoo. 222 00:10:15,230 --> 00:10:16,250 That table might tip. 223 00:10:16,250 --> 00:10:17,000 Be careful. 224 00:10:17,000 --> 00:10:18,208 RIK EBERHARDT: It'll be fine. 225 00:10:18,208 --> 00:10:19,076 PHILLIP TAN: Yeah. 226 00:10:19,076 --> 00:10:20,410 Your laptop's on it. 227 00:10:22,980 --> 00:10:24,730 Once you get to a 10-person team, what 228 00:10:24,730 --> 00:10:26,390 we've seen from previous years is 229 00:10:26,390 --> 00:10:30,750 that 10 people and larger teams don't actually 230 00:10:30,750 --> 00:10:32,980 outperform six-person teams. 231 00:10:32,980 --> 00:10:34,972 They actually get about the same amount done. 232 00:10:34,972 --> 00:10:35,930 RIK EBERHARDT: Or less. 233 00:10:35,930 --> 00:10:37,221 PHILLIP TAN: Or sometimes less. 234 00:10:37,221 --> 00:10:39,820 Because the communication overhead actually 235 00:10:39,820 --> 00:10:40,890 breaks down further. 236 00:10:40,890 --> 00:10:42,560 You might get a lot of content done. 237 00:10:42,560 --> 00:10:44,760 And it turns out to be very uneven in quality, 238 00:10:44,760 --> 00:10:46,810 because you have multiple people doing content. 239 00:10:46,810 --> 00:10:49,960 Now you could succeed in breaking your team up 240 00:10:49,960 --> 00:10:52,930 into little subgroups and be able to organize yourselves 241 00:10:52,930 --> 00:10:53,900 that way. 242 00:10:53,900 --> 00:10:56,210 But we've never seen it done successfully 243 00:10:56,210 --> 00:11:01,750 in this class with students with your level of experience. 244 00:11:01,750 --> 00:11:07,070 So what we will recommend is that if you've got something 245 00:11:07,070 --> 00:11:10,930 like 12 people-- or 13 people, now? 246 00:11:10,930 --> 00:11:11,680 RIK EBERHARDT: 13. 247 00:11:11,680 --> 00:11:12,430 PHILLIP TAN: Yeah. 248 00:11:12,430 --> 00:11:15,520 You will probably get more done by splitting into two groups. 249 00:11:15,520 --> 00:11:18,300 If you are deliberately brainstorming in order 250 00:11:18,300 --> 00:11:20,784 to take advantage of 13 people, then of course 251 00:11:20,784 --> 00:11:22,450 you're going to come up with a game that 252 00:11:22,450 --> 00:11:27,529 can only be executed by a very large number of people. 253 00:11:27,529 --> 00:11:30,070 What we're just saying is that those games have traditionally 254 00:11:30,070 --> 00:11:33,240 not done very well in our class. 255 00:11:33,240 --> 00:11:34,437 They may be functional. 256 00:11:34,437 --> 00:11:36,020 They may actually deliver on the thing 257 00:11:36,020 --> 00:11:38,410 that you intended to make. 258 00:11:38,410 --> 00:11:41,800 But we've seen six-person teams do much more. 259 00:11:41,800 --> 00:11:44,790 Partly because they iterate a whole lot faster. 260 00:11:44,790 --> 00:11:47,080 And they may have smaller ideas. 261 00:11:47,080 --> 00:11:49,660 But the ideas end up being a whole lot more polished. 262 00:11:49,660 --> 00:11:51,320 So that's our advice to you. 263 00:11:54,140 --> 00:11:56,650 If they really want to do a 13-person team, 264 00:11:56,650 --> 00:11:58,080 are we going to let them? 265 00:11:58,080 --> 00:12:00,600 RIK EBERHARDT: Um, wow. 266 00:12:00,600 --> 00:12:01,100 Yeah. 267 00:12:01,100 --> 00:12:02,480 PHILLIP TAN: Against our better judgement. 268 00:12:02,480 --> 00:12:04,730 RIK EBERHARDT: Against our better judgement, we might. 269 00:12:04,730 --> 00:12:06,970 But what we're going to ask, I think, today, 270 00:12:06,970 --> 00:12:10,640 is to break up into two smaller teams for brainstorming. 271 00:12:10,640 --> 00:12:12,262 We actually want all the big teams 272 00:12:12,262 --> 00:12:13,720 to even break up into smaller teams 273 00:12:13,720 --> 00:12:16,920 anyway to do some brainstorming and to do some prototyping. 274 00:12:16,920 --> 00:12:19,990 Once you have all that figured out, in class today-- 275 00:12:19,990 --> 00:12:22,090 by the end of class today-- you can decide how big 276 00:12:22,090 --> 00:12:23,790 you want the team to really be. 277 00:12:23,790 --> 00:12:24,835 The one issue that we have, though, 278 00:12:24,835 --> 00:12:26,959 is we've got some people who are not in class today 279 00:12:26,959 --> 00:12:28,220 who will be coming into class. 280 00:12:28,220 --> 00:12:29,928 We've got the three that we talked about. 281 00:12:29,928 --> 00:12:31,560 There might be one or two more. 282 00:12:31,560 --> 00:12:33,290 If there are any other people like that, 283 00:12:33,290 --> 00:12:37,500 they will be automatically put on the smallest of these teams. 284 00:12:37,500 --> 00:12:41,380 So I'd rather a six-person in cholera 285 00:12:41,380 --> 00:12:44,676 turn to seven, rather than an eight turn into nine. 286 00:12:44,676 --> 00:12:47,300 Because these eight-person teams are actually just good enough. 287 00:12:47,300 --> 00:12:47,610 PHILLIP TAN: Yeah. 288 00:12:47,610 --> 00:12:49,020 The eight-person teams are just about the size 289 00:12:49,020 --> 00:12:50,170 that we were hoping for. 290 00:12:50,170 --> 00:12:52,650 Six-person teams, actually-- to be perfectly honest, 291 00:12:52,650 --> 00:12:56,000 I think the six-person teams have an advantage. 292 00:12:56,000 --> 00:13:00,877 But that's just how the numbers break down. 293 00:13:00,877 --> 00:13:01,710 RIK EBERHARDT: Yeah. 294 00:13:01,710 --> 00:13:05,150 When we have seen a 10-person team actually work, what really 295 00:13:05,150 --> 00:13:07,786 happened was it was 10 people. 296 00:13:07,786 --> 00:13:09,160 Eight of them worked on the game. 297 00:13:09,160 --> 00:13:10,515 Two of them worked on the networking component. 298 00:13:10,515 --> 00:13:12,290 The networking component did not work. 299 00:13:12,290 --> 00:13:14,279 Yet the game was still as feature 300 00:13:14,279 --> 00:13:16,070 complete as it could be without networking. 301 00:13:16,070 --> 00:13:18,410 It could work without the networking. 302 00:13:18,410 --> 00:13:21,240 That's not what we're looking for. 303 00:13:21,240 --> 00:13:23,157 We want the game that you are submitting-- 304 00:13:23,157 --> 00:13:25,740 the game that you're creating, the design document that you're 305 00:13:25,740 --> 00:13:28,690 submitting to us on Wednesday, and the game that you're 306 00:13:28,690 --> 00:13:31,030 playtesting on Monday-- to be the actual game. 307 00:13:31,030 --> 00:13:32,110 All those features that you're saying 308 00:13:32,110 --> 00:13:33,220 are going to be in that game. 309 00:13:33,220 --> 00:13:34,780 We want that to be the actual game that you submit 310 00:13:34,780 --> 00:13:36,160 at the end of the semester. 311 00:13:36,160 --> 00:13:39,500 So don't think of it as, well, if two people flake, then 312 00:13:39,500 --> 00:13:40,605 it's back up. 313 00:13:40,605 --> 00:13:41,220 It's not. 314 00:13:41,220 --> 00:13:43,240 If two people flake-- if you're too big, 315 00:13:43,240 --> 00:13:46,340 and you've got two people who don't know what's going on, 316 00:13:46,340 --> 00:13:47,980 and they cause some issues, it's just 317 00:13:47,980 --> 00:13:49,771 going to be a disaster for the entire team. 318 00:13:52,880 --> 00:13:56,860 So this year, all of the Project 2 and Project 3 teams 319 00:13:56,860 --> 00:14:00,700 were actually bigger than we've done them in previous years. 320 00:14:00,700 --> 00:14:03,550 Previous years, they were about four people, maybe five tops. 321 00:14:03,550 --> 00:14:06,840 And we had you do six and seven, I think, right? 322 00:14:06,840 --> 00:14:11,010 Did anybody feel like with seven people they got a communication 323 00:14:11,010 --> 00:14:13,550 method that worked really well? 324 00:14:13,550 --> 00:14:14,365 Like already-- 325 00:14:18,600 --> 00:14:23,494 PHILLIP TAN: I see-- what was the method? 326 00:14:23,494 --> 00:14:24,428 AUDIENCE: [INAUDIBLE]. 327 00:14:24,428 --> 00:14:26,763 It's not perfect. 328 00:14:26,763 --> 00:14:27,500 [INAUDIBLE] 329 00:14:27,500 --> 00:14:28,250 PHILLIP TAN: Yeah. 330 00:14:28,250 --> 00:14:30,774 It's the sort of thing that-- whatever method 331 00:14:30,774 --> 00:14:32,690 you use will definitely improve with practice. 332 00:14:32,690 --> 00:14:35,620 So if you've got something that sort of worked well, 333 00:14:35,620 --> 00:14:38,320 that's something you try again. 334 00:14:38,320 --> 00:14:42,770 But the fact that most people didn't should already 335 00:14:42,770 --> 00:14:45,490 give you some warning of what a large team is 336 00:14:45,490 --> 00:14:46,560 going to feel like. 337 00:14:46,560 --> 00:14:49,500 It's going to be tough. 338 00:14:49,500 --> 00:14:52,580 RIK EBERHARDT: For the structure of the class, on Wednesday 339 00:14:52,580 --> 00:14:55,970 we're going to be talking about more of the requirements-- 340 00:14:55,970 --> 00:14:58,800 the aesthetic requirements-- for Project 4. 341 00:14:58,800 --> 00:15:00,930 We'll have basically another design discussion 342 00:15:00,930 --> 00:15:02,440 next Wednesday. 343 00:15:02,440 --> 00:15:04,650 On Monday we're having a short design discussion 344 00:15:04,650 --> 00:15:06,030 about educational games. 345 00:15:06,030 --> 00:15:08,840 And then we'll have one of our first discussions 346 00:15:08,840 --> 00:15:11,550 trying to talk about some of the person-to-person issues 347 00:15:11,550 --> 00:15:13,642 we see in making games. 348 00:15:13,642 --> 00:15:15,350 In this case, it's team dynamics, and how 349 00:15:15,350 --> 00:15:16,704 to identify team dynamics. 350 00:15:16,704 --> 00:15:18,370 We'll have a couple more talks like that 351 00:15:18,370 --> 00:15:22,720 to kind of help you get used to running in a bigger team. 352 00:15:22,720 --> 00:15:25,280 But between now and next Monday, we're 353 00:15:25,280 --> 00:15:27,030 hoping in class to give you plenty of time 354 00:15:27,030 --> 00:15:28,710 to actually work on some of it. 355 00:15:28,710 --> 00:15:30,876 One of the biggest issues with working in a big team 356 00:15:30,876 --> 00:15:33,484 is just figuring out, what is that core thing 357 00:15:33,484 --> 00:15:34,650 that you're actually making? 358 00:15:34,650 --> 00:15:35,310 What's the thing that you're trying 359 00:15:35,310 --> 00:15:37,260 to communicate to each other? 360 00:15:37,260 --> 00:15:39,440 We've talked about how you can use the division 361 00:15:39,440 --> 00:15:43,035 document for that, and how you can use the actual prototype 362 00:15:43,035 --> 00:15:44,307 you make for that. 363 00:15:44,307 --> 00:15:45,890 But often, it is just having everybody 364 00:15:45,890 --> 00:15:48,172 in the same room at the same time talking and just 365 00:15:48,172 --> 00:15:48,880 working together. 366 00:15:48,880 --> 00:15:52,074 So we're trying to give you as much time as we can-- 367 00:15:52,074 --> 00:15:52,990 PHILLIP TAN: In class. 368 00:15:52,990 --> 00:15:55,770 because it's hard enough to get six people outside of class 369 00:15:55,770 --> 00:15:58,730 to meet up, let alone an eight-person team. 370 00:15:58,730 --> 00:15:59,240 Right? 371 00:15:59,240 --> 00:16:01,114 So we're going to give you more time in class 372 00:16:01,114 --> 00:16:02,984 to meet up with each other. 373 00:16:02,984 --> 00:16:04,400 That does not mean that you should 374 00:16:04,400 --> 00:16:06,490 be spending all your time in class planning 375 00:16:06,490 --> 00:16:09,020 on getting your face-to-face coding done. 376 00:16:09,020 --> 00:16:10,420 That's actually a waste of time. 377 00:16:10,420 --> 00:16:12,960 Because you could be talking to each other. 378 00:16:12,960 --> 00:16:14,861 You can use it for things like code reviews. 379 00:16:14,861 --> 00:16:17,110 RIK EBERHARDT: Yeah, code reviews, stand-up meetings-- 380 00:16:17,110 --> 00:16:17,818 things like that. 381 00:16:20,020 --> 00:16:20,520 All right. 382 00:16:20,520 --> 00:16:22,520 So we're going to put this on hold for a second. 383 00:16:24,910 --> 00:16:32,040 I'm going to go over, very quickly, the deadlines. 384 00:16:32,040 --> 00:16:34,290 And then we're going to take a break and come back. 385 00:16:34,290 --> 00:16:40,640 So if this will move forward-- all right. 386 00:16:40,640 --> 00:16:43,701 So why did I react so strongly about the Animal Crossing, 387 00:16:43,701 --> 00:16:44,950 all these sorts of mini-games? 388 00:16:44,950 --> 00:16:47,074 It's because of what we're asking you to do-- whoa. 389 00:16:47,074 --> 00:16:48,190 Don't do that. 390 00:16:52,285 --> 00:16:53,660 So what we're asking you to do is 391 00:16:53,660 --> 00:16:56,530 create a small, fully functional, polished browser 392 00:16:56,530 --> 00:16:59,100 game. 393 00:16:59,100 --> 00:17:01,290 One of those many games would count 394 00:17:01,290 --> 00:17:04,121 as a small, fully functional, well-polished browser game. 395 00:17:04,121 --> 00:17:06,579 And we're asking you to use the design iteration techniques 396 00:17:06,579 --> 00:17:09,467 you've used in the past. 397 00:17:09,467 --> 00:17:10,300 What does that mean? 398 00:17:10,300 --> 00:17:12,341 We're actually talking with the same design scope 399 00:17:12,341 --> 00:17:13,609 as the previous two projects. 400 00:17:13,609 --> 00:17:15,040 It's just you've spent more time on it 401 00:17:15,040 --> 00:17:17,040 to actually get it working exactly the way you'd 402 00:17:17,040 --> 00:17:20,020 want it to work. 403 00:17:20,020 --> 00:17:21,390 It may be slightly larger. 404 00:17:21,390 --> 00:17:24,420 So if your previous two products had maybe one core mechanic 405 00:17:24,420 --> 00:17:25,859 and one supplementary, there might 406 00:17:25,859 --> 00:17:28,359 be two supplementary mechanics to that core. 407 00:17:28,359 --> 00:17:31,240 But that's about it. 408 00:17:31,240 --> 00:17:33,680 If you've got a game that has an overworld, 409 00:17:33,680 --> 00:17:38,160 then the overworld should be the bulk of your game. 410 00:17:38,160 --> 00:17:40,640 If the mini-games that you decide to make 411 00:17:40,640 --> 00:17:43,600 are the same size as that overworld in scope, 412 00:17:43,600 --> 00:17:45,420 that's already way too over-scoped, 413 00:17:45,420 --> 00:17:47,420 if that makes sense. 414 00:17:47,420 --> 00:17:48,980 It's an eight week project. 415 00:17:48,980 --> 00:17:53,020 You've got about two weeks to concept and prototype multiple 416 00:17:53,020 --> 00:17:53,780 game experiences. 417 00:17:53,780 --> 00:17:57,360 So what we're asking for today and tomorrow, or on Wednesday, 418 00:17:57,360 --> 00:18:00,080 is you're not just prototyping one game. 419 00:18:00,080 --> 00:18:02,730 You're prototyping lots and lots of different little games. 420 00:18:02,730 --> 00:18:03,720 You're looking at all of those games. 421 00:18:03,720 --> 00:18:05,136 You're actually going to have time 422 00:18:05,136 --> 00:18:09,000 to spend on multiple different prototypes, 423 00:18:09,000 --> 00:18:11,955 rather than just a single prototype that you iterate on. 424 00:18:11,955 --> 00:18:13,330 So what we're asking is if you've 425 00:18:13,330 --> 00:18:15,160 got an eight-person team, break yourself 426 00:18:15,160 --> 00:18:18,210 into two groups of four, four groups of two-- 427 00:18:18,210 --> 00:18:21,050 create some really small, board-gamey-looking things, 428 00:18:21,050 --> 00:18:22,682 some very small interactions. 429 00:18:22,682 --> 00:18:23,640 Maybe they're playable. 430 00:18:23,640 --> 00:18:25,390 Maybe they're something you just describe. 431 00:18:25,390 --> 00:18:27,239 But really go big blue sky. 432 00:18:27,239 --> 00:18:29,280 And try to think of all the different things that 433 00:18:29,280 --> 00:18:29,780 can happen. 434 00:18:29,780 --> 00:18:34,640 Because these topics that you're dealing with are very large. 435 00:18:34,640 --> 00:18:36,922 Make sure that your design is grounded-- very, very 436 00:18:36,922 --> 00:18:38,630 well-grounded-- in the sources that we've 437 00:18:38,630 --> 00:18:40,064 been given by the client. 438 00:18:40,064 --> 00:18:41,480 There's going to be multiple times 439 00:18:41,480 --> 00:18:44,040 that they'll be here to see your games 440 00:18:44,040 --> 00:18:45,610 and talk about your games. 441 00:18:45,610 --> 00:18:48,762 They'll be on your email, so that you can ask them 442 00:18:48,762 --> 00:18:49,970 questions about that as well. 443 00:18:52,640 --> 00:18:54,930 So design constraints-- use all the mechanics 444 00:18:54,930 --> 00:18:56,870 that we've been practicing in class 445 00:18:56,870 --> 00:18:58,470 with your previous projects. 446 00:18:58,470 --> 00:19:01,130 PHILLIP TAN: Not all of the mechanics simultaneously. 447 00:19:01,130 --> 00:19:02,300 Use any of those mechanics. 448 00:19:02,300 --> 00:19:04,084 RIK EBERHARDT: Any of those mechanics. 449 00:19:04,084 --> 00:19:05,250 So it could have trade-offs. 450 00:19:05,250 --> 00:19:06,291 It could have randomness. 451 00:19:06,291 --> 00:19:07,910 It is not required to have both. 452 00:19:07,910 --> 00:19:11,324 It's required to have whatever it takes for the topic 453 00:19:11,324 --> 00:19:13,740 that you're working on, whatever makes sense for the topic 454 00:19:13,740 --> 00:19:14,698 that you're working on. 455 00:19:14,698 --> 00:19:18,916 Those top two tend to be in the realm of what those topics kind 456 00:19:18,916 --> 00:19:20,040 of lean themselves towards. 457 00:19:20,040 --> 00:19:21,910 But if you find something else and you 458 00:19:21,910 --> 00:19:24,400 want to use that something else, great. 459 00:19:24,400 --> 00:19:26,830 Spend some time really working on it. 460 00:19:26,830 --> 00:19:29,580 Spend a couple weeks working on it before you 461 00:19:29,580 --> 00:19:31,474 make a full commitment. 462 00:19:31,474 --> 00:19:33,390 So your target audience-- each of those topics 463 00:19:33,390 --> 00:19:36,670 has their own target audiences, which they talked about. 464 00:19:36,670 --> 00:19:39,900 The top three are the ones to really focus on, 465 00:19:39,900 --> 00:19:40,900 depending on your topic. 466 00:19:40,900 --> 00:19:42,790 So Red Cross staff and volunteers-- people 467 00:19:42,790 --> 00:19:45,640 who are knowledgeable and motivated about the topic 468 00:19:45,640 --> 00:19:48,570 already, who just need a little bit of extra information-- 469 00:19:48,570 --> 00:19:50,975 community organizers, and then youth-- people 470 00:19:50,975 --> 00:19:53,600 who are motivated, but maybe not knowledgeable about the topic. 471 00:19:56,520 --> 00:19:59,590 Again, the other requirements-- we are holding you to these. 472 00:19:59,590 --> 00:20:01,370 Maximum play length of 10 minutes. 473 00:20:01,370 --> 00:20:03,590 Single or multiplayer game. 474 00:20:03,590 --> 00:20:06,100 Test your user interface well. 475 00:20:06,100 --> 00:20:08,460 It must use and play audio for the player, 476 00:20:08,460 --> 00:20:12,950 unless audio is absolutely not required for your design. 477 00:20:12,950 --> 00:20:15,550 If you design really does not need audio, 478 00:20:15,550 --> 00:20:16,560 then don't use audio. 479 00:20:16,560 --> 00:20:19,728 But a, if it's a web browser experience, 480 00:20:19,728 --> 00:20:21,103 there probably should be some way 481 00:20:21,103 --> 00:20:24,500 to use audio as a method of getting feedback to the player. 482 00:20:24,500 --> 00:20:27,960 So it could be as simple as a ding when something happens. 483 00:20:27,960 --> 00:20:29,907 And that's OK for this project. 484 00:20:29,907 --> 00:20:32,490 What matters to us is that you have a unified aesthetic, which 485 00:20:32,490 --> 00:20:35,752 we'll talk about on Wednesday, what exactly we mean by that. 486 00:20:35,752 --> 00:20:37,960 And then also we're asking you to give design thought 487 00:20:37,960 --> 00:20:39,120 to spectating users. 488 00:20:39,120 --> 00:20:40,687 In the final presentation, you're 489 00:20:40,687 --> 00:20:42,770 going to be presenting the games on the projector. 490 00:20:42,770 --> 00:20:44,860 People are going to be watching the game as it's being played. 491 00:20:44,860 --> 00:20:46,560 They should be able to understand how the game is 492 00:20:46,560 --> 00:20:47,727 worked, just by watching it. 493 00:20:47,727 --> 00:20:49,560 Maybe they might need to watch it one or two 494 00:20:49,560 --> 00:20:50,800 times to figure that out. 495 00:20:50,800 --> 00:20:51,980 But they should be able to figure out, 496 00:20:51,980 --> 00:20:54,063 what are the things that are going on in the game? 497 00:20:54,063 --> 00:20:58,370 And how are all those interactions happening? 498 00:20:58,370 --> 00:21:02,420 So your deliverables-- that was from up till now. 499 00:21:02,420 --> 00:21:05,440 So on Wednesday, turn in to Stellar a high-level design 500 00:21:05,440 --> 00:21:07,190 doc or "back of box" copy-- the same form 501 00:21:07,190 --> 00:21:08,394 we've been using previously. 502 00:21:08,394 --> 00:21:09,810 It's some kind of vision statement 503 00:21:09,810 --> 00:21:11,930 that says at this point, these are 504 00:21:11,930 --> 00:21:14,330 what we think the features are going to be. 505 00:21:14,330 --> 00:21:17,230 If at any point you make a significant design change that 506 00:21:17,230 --> 00:21:19,500 says, our feature list is going to change, 507 00:21:19,500 --> 00:21:21,490 our game is going to look different, update 508 00:21:21,490 --> 00:21:22,710 that document. 509 00:21:22,710 --> 00:21:28,600 You have up until the end of the semester to do that. 510 00:21:28,600 --> 00:21:31,000 And whatever you turn in-- whatever that document is 511 00:21:31,000 --> 00:21:35,330 on the last day of class should be what game you're turning in. 512 00:21:35,330 --> 00:21:37,280 So that document and the game should have 513 00:21:37,280 --> 00:21:38,410 the same features in there. 514 00:21:38,410 --> 00:21:42,370 But we would like to see any changes that happen between now 515 00:21:42,370 --> 00:21:42,870 and then. 516 00:21:42,870 --> 00:21:45,420 We'd like to see how those changes happen and why. 517 00:21:45,420 --> 00:21:48,035 So reflect them in that. 518 00:21:48,035 --> 00:21:50,079 On Monday, turn in a product backlog. 519 00:21:50,079 --> 00:21:52,370 You're going to do a two-minute presentation-- the core 520 00:21:52,370 --> 00:21:53,710 of your game design idea. 521 00:21:53,710 --> 00:21:55,970 And then we're going to do a playtest. 522 00:21:55,970 --> 00:22:01,060 On the 27th, we are going to have at least one, 523 00:22:01,060 --> 00:22:04,970 possibly two, of our clients in on that day 524 00:22:04,970 --> 00:22:06,860 to play those games. 525 00:22:06,860 --> 00:22:10,590 Jano and Jared-- both of them came 526 00:22:10,590 --> 00:22:11,840 in for the first day of class. 527 00:22:11,840 --> 00:22:15,543 They were not in class when Pablo was on. 528 00:22:19,410 --> 00:22:21,864 We are asking for some kind of Sprint tasklist 529 00:22:21,864 --> 00:22:23,280 to be submitted to Stellar weekly. 530 00:22:23,280 --> 00:22:26,030 What exactly that is is completely up to you. 531 00:22:26,030 --> 00:22:28,270 We've given you a format that we like. 532 00:22:28,270 --> 00:22:30,960 We've given you a method that we know works. 533 00:22:30,960 --> 00:22:32,940 If you decide to change that method, 534 00:22:32,940 --> 00:22:35,390 let us know what you decided to change it to and why. 535 00:22:35,390 --> 00:22:37,310 But whatever you have-- every week, 536 00:22:37,310 --> 00:22:38,700 I should be able to go to Stellar 537 00:22:38,700 --> 00:22:42,300 and see what tasks you have to do for the next week's 538 00:22:42,300 --> 00:22:45,100 worth of work. 539 00:22:45,100 --> 00:22:47,040 We are asking for product backlogs. 540 00:22:47,040 --> 00:22:48,650 That's actually a concrete. 541 00:22:48,650 --> 00:22:50,026 Please give us a product backlog. 542 00:22:50,026 --> 00:22:50,525 The 543 00:22:50,525 --> 00:22:53,310 Format you use for the product backlog doesn't matter to us-- 544 00:22:53,310 --> 00:22:55,970 the feature list, if it's a list of user stories. 545 00:22:55,970 --> 00:22:58,620 What matters is that all the features that you think 546 00:22:58,620 --> 00:23:00,280 are going to be in the game are listed. 547 00:23:00,280 --> 00:23:04,470 All the features that are done are listed as done. 548 00:23:04,470 --> 00:23:06,210 And you've done some kind of estimation 549 00:23:06,210 --> 00:23:09,910 on what size those features are. 550 00:23:09,910 --> 00:23:12,410 And then we're going to have you do two-minute presentations 551 00:23:12,410 --> 00:23:13,370 in class. 552 00:23:13,370 --> 00:23:15,420 And all these dates are in Stellar, 553 00:23:15,420 --> 00:23:17,490 in the Stellar calendar. 554 00:23:17,490 --> 00:23:19,160 So the next two-minute presentations 555 00:23:19,160 --> 00:23:23,550 are also on November 12 and then November 26. 556 00:23:23,550 --> 00:23:27,220 Any questions so far about any of this stuff? 557 00:23:27,220 --> 00:23:27,910 All right. 558 00:23:27,910 --> 00:23:31,340 So the project is due on Wednesday, December 10. 559 00:23:31,340 --> 00:23:33,940 On Stellar, turn in all of your previous builds, 560 00:23:33,940 --> 00:23:36,020 your written postmortems, your design change 561 00:23:36,020 --> 00:23:37,930 logs, your updated document. 562 00:23:37,930 --> 00:23:42,320 And this time we're asking you for focus test reports. 563 00:23:42,320 --> 00:23:45,420 There are in-class playtests on the 27th, the 5th, 564 00:23:45,420 --> 00:23:46,470 and the 24th. 565 00:23:46,470 --> 00:23:49,369 Two of those can be used for focus test reports. 566 00:23:49,369 --> 00:23:50,660 The other two must be external. 567 00:23:58,685 --> 00:23:59,310 And then, yeah. 568 00:23:59,310 --> 00:24:01,184 We're going to have postmortem presentations. 569 00:24:01,184 --> 00:24:03,997 So on postmortem presentations, instead of five minutes, 570 00:24:03,997 --> 00:24:05,330 you're going to have 20 minutes. 571 00:24:05,330 --> 00:24:09,420 We're asking for a polished presentation of the work that 572 00:24:09,420 --> 00:24:12,700 went into developing the project-- all of the iterations 573 00:24:12,700 --> 00:24:13,450 that you made. 574 00:24:13,450 --> 00:24:15,408 So we want to know about your design iterations 575 00:24:15,408 --> 00:24:16,297 in this presentation. 576 00:24:16,297 --> 00:24:17,880 We also want to know those five-- what 577 00:24:17,880 --> 00:24:19,850 went right, what went wrong, what 578 00:24:19,850 --> 00:24:23,650 was interesting in the project. 579 00:24:23,650 --> 00:24:27,020 So that's about 10 to 15 minutes given on process, 580 00:24:27,020 --> 00:24:30,260 and team management, too. 581 00:24:30,260 --> 00:24:31,760 For all of your games, someone who 582 00:24:31,760 --> 00:24:33,760 hasn't played the game before will play the game 583 00:24:33,760 --> 00:24:34,710 live on stage. 584 00:24:34,710 --> 00:24:38,280 So that's basically one way for us 585 00:24:38,280 --> 00:24:40,880 to see somebody who hasn't played the game before try it 586 00:24:40,880 --> 00:24:42,360 out and see how it works. 587 00:24:42,360 --> 00:24:45,526 AUDIENCE: Who's in charge of acquiring the person who 588 00:24:45,526 --> 00:24:47,505 hasn't played the game before? 589 00:24:47,505 --> 00:24:50,130 RIK EBERHARDT: It's a little bit of you and a little bit of us. 590 00:24:50,130 --> 00:24:51,171 We'll do the best we can. 591 00:24:51,171 --> 00:24:52,920 So we're asking guests to come in. 592 00:24:52,920 --> 00:24:54,979 We're hoping our clients are going to be in. 593 00:24:54,979 --> 00:24:57,270 Some of them might have already seen your games before. 594 00:24:57,270 --> 00:24:59,250 Some of them haven't. 595 00:24:59,250 --> 00:25:01,670 If you have friends, we actually suggest 596 00:25:01,670 --> 00:25:04,590 you bring in friends to come in and to watch 597 00:25:04,590 --> 00:25:06,850 the presentations-- maybe not play your game, 598 00:25:06,850 --> 00:25:09,300 but play somebody else's game. 599 00:25:09,300 --> 00:25:14,370 But we open the final presentation to the public. 600 00:25:14,370 --> 00:25:16,680 We have a rehearsal on Monday the 8th. 601 00:25:16,680 --> 00:25:19,090 And we have the final on Wednesday the 10th. 602 00:25:19,090 --> 00:25:21,200 So on Monday the 8th, you don't need 603 00:25:21,200 --> 00:25:23,150 to do the play the game part of the rehearsal. 604 00:25:23,150 --> 00:25:25,026 But you do need to do a full dress rehearsal 605 00:25:25,026 --> 00:25:26,150 of the entire presentation. 606 00:25:28,642 --> 00:25:30,100 And the reason why we're doing that 607 00:25:30,100 --> 00:25:33,849 is we're going to give you feedback on that, on what you 608 00:25:33,849 --> 00:25:35,390 might have missed, and what we'd like 609 00:25:35,390 --> 00:25:36,681 you to see in the presentation. 610 00:25:36,681 --> 00:25:40,110 And you've got a couple days to apply that feedback 611 00:25:40,110 --> 00:25:42,685 to your presentation and to make it better, basically. 612 00:25:42,685 --> 00:25:45,110 And I think that's it. 613 00:25:45,110 --> 00:25:45,610 Yeah. 614 00:25:45,610 --> 00:25:48,380 That's all from the other day. 615 00:25:48,380 --> 00:25:52,244 So any questions about the postmortem presentations? 616 00:25:52,244 --> 00:25:54,660 Previous years-- I'll send out the link to previous years, 617 00:25:54,660 --> 00:25:57,240 so you can see what these tend to be like. 618 00:25:57,240 --> 00:25:58,740 But we've recorded them in the past. 619 00:25:58,740 --> 00:26:02,040 So you can see what other people have done. 620 00:26:02,040 --> 00:26:06,950 And that'll go to the Announcements page on Stellar. 621 00:26:06,950 --> 00:26:08,350 All right. 622 00:26:08,350 --> 00:26:09,090 It's 1:50. 623 00:26:09,090 --> 00:26:10,100 Take a 10-minute break. 624 00:26:10,100 --> 00:26:11,590 Come back at 2:00. 625 00:26:11,590 --> 00:26:15,320 And work in your teams. 626 00:26:15,320 --> 00:26:18,710 PHILLIP TAN: So the rest of class today 627 00:26:18,710 --> 00:26:21,660 is pretty much for you to figure out what is this project, 628 00:26:21,660 --> 00:26:23,955 and get working on who you're going to be working with 629 00:26:23,955 --> 00:26:24,830 and things like that. 630 00:26:24,830 --> 00:26:27,450 So what we're going to first do is the typical brainstorming 631 00:26:27,450 --> 00:26:28,130 process. 632 00:26:28,130 --> 00:26:30,230 We're not going to guide it so much this time. 633 00:26:30,230 --> 00:26:32,340 But just a quick reminder-- you want somebody 634 00:26:32,340 --> 00:26:34,174 who is in charge of facilitating it, 635 00:26:34,174 --> 00:26:36,340 which means reminding everybody what the problem is, 636 00:26:36,340 --> 00:26:41,414 and also calling out people who may have trouble getting 637 00:26:41,414 --> 00:26:42,830 their words in front of the group, 638 00:26:42,830 --> 00:26:45,280 like people who are trying to get in a word edgewise-- 639 00:26:45,280 --> 00:26:47,002 so basically moderating a discussion. 640 00:26:47,002 --> 00:26:48,960 And someone, of course, should be taking notes. 641 00:26:48,960 --> 00:26:52,420 We have our giant pads of paper in front. 642 00:26:52,420 --> 00:26:54,590 You can use chalkboards. 643 00:26:54,590 --> 00:26:58,810 For the cholera team, we suggest splitting in half. 644 00:26:58,810 --> 00:27:00,790 But that doesn't necessarily mean 645 00:27:00,790 --> 00:27:06,458 that your brainstorming team is necessarily your game team. 646 00:27:06,458 --> 00:27:10,040 What we are thinking is that after brainstorming you 647 00:27:10,040 --> 00:27:12,450 will better know whether your ideas can be 648 00:27:12,450 --> 00:27:15,910 split into two projects or not. 649 00:27:15,910 --> 00:27:19,420 Given how many cards disappeared on there, we really, 650 00:27:19,420 --> 00:27:21,670 really, really recommend that you split in two groups. 651 00:27:21,670 --> 00:27:23,650 But there may be a more organic to split that. 652 00:27:23,650 --> 00:27:27,865 Because your ideas may actually fall down on a more 653 00:27:27,865 --> 00:27:29,510 clearly defined lines. 654 00:27:29,510 --> 00:27:32,760 I noticed that you already did some brainstorming up there. 655 00:27:32,760 --> 00:27:37,210 But think, what would you do with half the size of the team? 656 00:27:37,210 --> 00:27:39,020 Then after that, have the discussion 657 00:27:39,020 --> 00:27:43,140 about who is on which team. 658 00:27:43,140 --> 00:27:44,820 By the end of class today, you should 659 00:27:44,820 --> 00:27:46,244 know exactly who is on your team, 660 00:27:46,244 --> 00:27:48,410 how to get in touch with each other, what your email 661 00:27:48,410 --> 00:27:51,000 addresses are, what your phone numbers are, 662 00:27:51,000 --> 00:27:54,210 or instant messaging handles or whatever. 663 00:27:54,210 --> 00:28:00,530 And make sure that you've figured that out. 664 00:28:00,530 --> 00:28:02,320 Let's see. 665 00:28:02,320 --> 00:28:06,000 One thing that I wanted to tack on to Rik's presentation 666 00:28:06,000 --> 00:28:08,500 earlier about the expectations for the postmortem-- 667 00:28:08,500 --> 00:28:11,820 we brought up the person who has not 668 00:28:11,820 --> 00:28:14,370 played your game before coming up and actually playing 669 00:28:14,370 --> 00:28:14,870 your game. 670 00:28:14,870 --> 00:28:17,430 And I know some of you might be worried about that. 671 00:28:17,430 --> 00:28:22,680 Do be aware that however well or badly that person performs, 672 00:28:22,680 --> 00:28:25,610 no matter how much they like the game, 673 00:28:25,610 --> 00:28:28,690 or completely misunderstand what your game's about-- that 674 00:28:28,690 --> 00:28:33,660 is going to be, at best, 1.5% of your total semester grade. 675 00:28:33,660 --> 00:28:35,870 That's not really significant. 676 00:28:35,870 --> 00:28:37,970 It's not going to really swing anything. 677 00:28:37,970 --> 00:28:39,830 So don't worry about it. 678 00:28:39,830 --> 00:28:44,750 But we are actually using those sessions to gauge usability. 679 00:28:44,750 --> 00:28:47,400 To what extent have you actually designed a game 680 00:28:47,400 --> 00:28:50,640 to make your game easy for people who've never 681 00:28:50,640 --> 00:28:53,280 seen your game to get into it? 682 00:28:53,280 --> 00:28:55,950 These are the things that we want you to be iterating on. 683 00:28:55,950 --> 00:28:58,324 These are the things that we want you to be catching for. 684 00:28:58,324 --> 00:29:01,000 And without having a real-life, high stakes-- 685 00:29:01,000 --> 00:29:03,010 there is going to be a person who hasn't played 686 00:29:03,010 --> 00:29:05,296 your game in front playing your game-- 687 00:29:05,296 --> 00:29:06,670 you may not take it so seriously. 688 00:29:06,670 --> 00:29:08,635 So we want you to be taking usability really, 689 00:29:08,635 --> 00:29:09,420 really seriously. 690 00:29:09,420 --> 00:29:11,296 That's why Rik said, the scope of the game 691 00:29:11,296 --> 00:29:12,920 doesn't necessarily need to be all that 692 00:29:12,920 --> 00:29:14,170 different from the past. 693 00:29:14,170 --> 00:29:16,850 But the amount of polish, the amount of time 694 00:29:16,850 --> 00:29:19,480 that you've thought through your UI-- 695 00:29:19,480 --> 00:29:22,910 it's what you should be spending all your time on. 696 00:29:22,910 --> 00:29:25,170 Finally, we're going to go a little bit more 697 00:29:25,170 --> 00:29:29,900 into games for learning in the next week. 698 00:29:29,900 --> 00:29:33,340 But one thing that we want you to be thinking about 699 00:29:33,340 --> 00:29:35,380 while you're brainstorming is, of course, 700 00:29:35,380 --> 00:29:37,069 what is the player doing? 701 00:29:37,069 --> 00:29:39,610 Now if you're trying to teach something to someone, if you're 702 00:29:39,610 --> 00:29:41,530 trying to get them in a situation 703 00:29:41,530 --> 00:29:44,450 where they're learning about a certain concept, 704 00:29:44,450 --> 00:29:48,480 it is ideal if the thing that you are trying to teach them 705 00:29:48,480 --> 00:29:51,337 is actually the thing that they are doing. 706 00:29:51,337 --> 00:29:53,170 Now there's a couple of other ways-- actual, 707 00:29:53,170 --> 00:29:55,470 can we bring up Constantine's slide? 708 00:29:58,240 --> 00:29:58,910 Sorry. 709 00:29:58,910 --> 00:30:00,660 The dongle's there, too. 710 00:30:00,660 --> 00:30:02,200 There are a couple of other things 711 00:30:02,200 --> 00:30:05,590 that you probably are already considering 712 00:30:05,590 --> 00:30:08,310 putting into your game. 713 00:30:08,310 --> 00:30:10,250 Things like, what is the theme? 714 00:30:10,250 --> 00:30:13,840 I noticed the brainstorming for the cholera 715 00:30:13,840 --> 00:30:16,560 already started talking about things like story line. 716 00:30:16,560 --> 00:30:21,607 So does the theme of the game actually match not just 717 00:30:21,607 --> 00:30:23,190 the topic that you're trying to teach, 718 00:30:23,190 --> 00:30:28,100 but also the mechanics that you're designing for it? 719 00:30:28,100 --> 00:30:31,660 You want to be thinking-- and a couple of you 720 00:30:31,660 --> 00:30:35,010 have already been asking-- about things like, who's 721 00:30:35,010 --> 00:30:36,410 going to be playing your game? 722 00:30:36,410 --> 00:30:38,170 What's the demographic? 723 00:30:38,170 --> 00:30:40,790 Also be thinking, what situation are 724 00:30:40,790 --> 00:30:42,490 they likely to be playing in? 725 00:30:42,490 --> 00:30:45,930 Are they likely to be playing it on their own at home? 726 00:30:45,930 --> 00:30:47,539 Is what you want to design for? 727 00:30:47,539 --> 00:30:48,580 And you can specify this. 728 00:30:48,580 --> 00:30:50,022 You can say, this is a game that's 729 00:30:50,022 --> 00:30:52,380 meant to be played by an individual person 730 00:30:52,380 --> 00:30:54,930 with an individual computer on their own time. 731 00:30:54,930 --> 00:30:59,240 Or this is meant to be played in a group 732 00:30:59,240 --> 00:31:01,370 like the SNAP game was played in a group, 733 00:31:01,370 --> 00:31:04,130 in front of everybody else. 734 00:31:08,360 --> 00:31:14,940 And that, by the way, falls into the framing idea. 735 00:31:14,940 --> 00:31:17,142 What is the context in which someone's actually 736 00:31:17,142 --> 00:31:18,350 going to be playing the game? 737 00:31:18,350 --> 00:31:20,350 To what extent have they played games 738 00:31:20,350 --> 00:31:22,200 like what you're describing? 739 00:31:22,200 --> 00:31:24,830 If you are making some sort of hard core strategy game, 740 00:31:24,830 --> 00:31:28,390 to what extent do people need to be familiar with strategy games 741 00:31:28,390 --> 00:31:30,156 in order to be able to play the game? 742 00:31:30,156 --> 00:31:32,070 Or do they just need to be familiar 743 00:31:32,070 --> 00:31:34,820 with things like Facebook games, for instance? 744 00:31:34,820 --> 00:31:39,230 Or do you really want to make a game that doesn't assume 745 00:31:39,230 --> 00:31:40,920 much play literacy at all? 746 00:31:43,700 --> 00:31:46,320 You want to be looking, of course, at the data, 747 00:31:46,320 --> 00:31:47,890 and that means all of the material 748 00:31:47,890 --> 00:31:50,389 that we provided you, as well as any information that you're 749 00:31:50,389 --> 00:31:54,960 looking at in Google searches or academic research, 750 00:31:54,960 --> 00:31:57,620 or information that you're getting from your domain 751 00:31:57,620 --> 00:32:00,860 experts, from either the Humanitarian Response 752 00:32:00,860 --> 00:32:05,580 Lab or the Climate Centre. 753 00:32:05,580 --> 00:32:06,510 Is that right? 754 00:32:06,510 --> 00:32:07,910 Yeah. 755 00:32:07,910 --> 00:32:11,130 So make sure that we are representing 756 00:32:11,130 --> 00:32:15,360 that as fairly as we can. 757 00:32:15,360 --> 00:32:18,660 Because this is a game, you do have liberties to 758 00:32:18,660 --> 00:32:21,850 at which point you can sort of abstract out those numbers. 759 00:32:21,850 --> 00:32:25,500 Maybe they're not mathematically very, very precise, 760 00:32:25,500 --> 00:32:27,954 because you're trying to get a sudden feel of the game. 761 00:32:27,954 --> 00:32:30,120 And that, of course, goes into the aesthetics part-- 762 00:32:30,120 --> 00:32:32,740 not just the graphical aesthetics, but the way 763 00:32:32,740 --> 00:32:34,740 how your game feels. 764 00:32:34,740 --> 00:32:38,400 If you're trying to represent a really, really tense situation 765 00:32:38,400 --> 00:32:43,980 on the ground, and the way how your data model makes 766 00:32:43,980 --> 00:32:47,200 it resolve makes it feel like your game is really clinical, 767 00:32:47,200 --> 00:32:49,890 and it's very, very easy to deal with the situation 768 00:32:49,890 --> 00:32:54,170 as long as you know the tried and true formula, 769 00:32:54,170 --> 00:32:56,700 then you're not accurately representing the situation. 770 00:32:56,700 --> 00:32:59,420 Even though you may be accurately using data. 771 00:32:59,420 --> 00:33:01,000 So make sure that you're balancing 772 00:33:01,000 --> 00:33:04,080 that aesthetic feel together with the content 773 00:33:04,080 --> 00:33:09,010 and whatever real world facts you're putting into your game. 774 00:33:09,010 --> 00:33:13,330 Because these games are all really about real world things, 775 00:33:13,330 --> 00:33:18,120 you might want to make sure that your fiction and narrative is 776 00:33:18,120 --> 00:33:20,680 something that's not too fantastical. 777 00:33:20,680 --> 00:33:23,930 Or at least, if there is a fantasy element of it, 778 00:33:23,930 --> 00:33:25,580 it is the part that has least to do 779 00:33:25,580 --> 00:33:27,080 with the believability of the things 780 00:33:27,080 --> 00:33:29,690 that you're trying to communicate. 781 00:33:29,690 --> 00:33:37,110 You can say that there is a village or a city that's 782 00:33:37,110 --> 00:33:40,060 dealing with a cholera epidemic or something, 783 00:33:40,060 --> 00:33:44,790 and that's not a real city anywhere on a map of the world. 784 00:33:44,790 --> 00:33:47,260 But you can look at that city and imagine 785 00:33:47,260 --> 00:33:50,960 this could be a real city somewhere in the world. 786 00:33:50,960 --> 00:33:53,170 You could go as far as saying, OK, 787 00:33:53,170 --> 00:33:58,125 this is like the dark ages or something like that. 788 00:33:58,125 --> 00:33:59,500 Because the disease has certainly 789 00:33:59,500 --> 00:34:01,420 been around for a long time. 790 00:34:01,420 --> 00:34:04,670 But you want to be able to keep reminding people 791 00:34:04,670 --> 00:34:06,650 that this is a real thing. 792 00:34:06,650 --> 00:34:09,280 If you say that this is a science fiction thing where 793 00:34:09,280 --> 00:34:10,909 you're on a different planet and it's 794 00:34:10,909 --> 00:34:14,580 a completely different kind of bug that behaves exactly 795 00:34:14,580 --> 00:34:16,699 the same as cholera-- I'm starting 796 00:34:16,699 --> 00:34:18,500 to feel that maybe the fiction that you're 797 00:34:18,500 --> 00:34:20,620 creating for your game is undercutting what you're 798 00:34:20,620 --> 00:34:23,500 trying to get this game to do, which is to actually teach 799 00:34:23,500 --> 00:34:24,194 something real. 800 00:34:24,194 --> 00:34:26,360 RIK EBERHARDT: To jump in on the fiction narrative-- 801 00:34:26,360 --> 00:34:27,850 so things to think about. 802 00:34:27,850 --> 00:34:31,230 Your games are being played by a specific culture-- 803 00:34:31,230 --> 00:34:33,550 people with a specific cultural background. 804 00:34:33,550 --> 00:34:35,929 Especially the cholera game will likely 805 00:34:35,929 --> 00:34:39,370 be played by-- I believe it was Ghana. 806 00:34:39,370 --> 00:34:40,370 Yeah, it's Ghana. 807 00:34:40,370 --> 00:34:43,719 So students who are in Ghana-- what kind of culture do they 808 00:34:43,719 --> 00:34:44,659 have? 809 00:34:44,659 --> 00:34:45,190 You're going to have to research that 810 00:34:45,190 --> 00:34:47,260 and figure that out for those games, 811 00:34:47,260 --> 00:34:49,230 to figure out what kinds of common backgrounds 812 00:34:49,230 --> 00:34:51,480 might they have that you can talk about. 813 00:34:51,480 --> 00:34:54,000 For the heat waves game, that actually 814 00:34:54,000 --> 00:34:59,140 has more of a focus on Red Cross volunteers and university 815 00:34:59,140 --> 00:34:59,910 students. 816 00:34:59,910 --> 00:35:02,589 You can specify, we understand that the people 817 00:35:02,589 --> 00:35:05,130 who are playing this game are likely going to be from Europe. 818 00:35:05,130 --> 00:35:07,950 And they're likely going to have this kind of background. 819 00:35:07,950 --> 00:35:10,720 When you're creating your high level game design document, 820 00:35:10,720 --> 00:35:13,460 come up with what you imagine your target audience to be, 821 00:35:13,460 --> 00:35:18,992 so you have some kind of cultural background to use. 822 00:35:18,992 --> 00:35:20,450 Again, you're choosing fiction that 823 00:35:20,450 --> 00:35:22,590 is going to be so supportive and helpful, 824 00:35:22,590 --> 00:35:24,780 and not fiction that might be not known 825 00:35:24,780 --> 00:35:27,090 or might undermine the idea. 826 00:35:27,090 --> 00:35:30,470 One thing to keep in mind with the fantastical-- studies 827 00:35:30,470 --> 00:35:32,760 have found that some games-- when 828 00:35:32,760 --> 00:35:35,630 it comes to pandemics and outbreaks, 829 00:35:35,630 --> 00:35:39,150 using the zombie fiction actually can work sometimes. 830 00:35:39,150 --> 00:35:41,910 There is something to be said about using a common fiction 831 00:35:41,910 --> 00:35:43,260 that people know. 832 00:35:43,260 --> 00:35:45,920 People can say, all right, I understand 833 00:35:45,920 --> 00:35:48,390 how zombie pandemics work. 834 00:35:48,390 --> 00:35:50,556 Because I've seen all these films about it. 835 00:35:50,556 --> 00:35:52,430 Whereas if you just told me it was a disease, 836 00:35:52,430 --> 00:35:53,910 I might not have seen enough films 837 00:35:53,910 --> 00:35:58,070 that had anything about how disease actually spread. 838 00:35:58,070 --> 00:36:00,000 So really think about what is your problem? 839 00:36:00,000 --> 00:36:01,680 What fictions might be useful? 840 00:36:01,680 --> 00:36:04,025 What narratives might be useful for the problem 841 00:36:04,025 --> 00:36:04,900 that you're fighting? 842 00:36:04,900 --> 00:36:07,910 PHILLIP TAN: Use fiction to keep the topics relatable. 843 00:36:07,910 --> 00:36:11,659 And if that means drawing on things in popular culture, 844 00:36:11,659 --> 00:36:12,200 that's great. 845 00:36:12,200 --> 00:36:13,540 That's a tool in your hand. 846 00:36:13,540 --> 00:36:16,780 Don't use fiction as a way to paper 847 00:36:16,780 --> 00:36:19,520 over design problems, which I've often seen. 848 00:36:19,520 --> 00:36:21,250 You know, if we set this game in space, 849 00:36:21,250 --> 00:36:25,100 then we can sort of skip over all reality, or something 850 00:36:25,100 --> 00:36:26,757 like that. 851 00:36:26,757 --> 00:36:28,840 When you're brainstorming, make sure you know what 852 00:36:28,840 --> 00:36:29,850 you're brainstorming about. 853 00:36:29,850 --> 00:36:31,240 Are you brainstorming mechanics? 854 00:36:31,240 --> 00:36:33,500 Is it about what people are going to be doing? 855 00:36:33,500 --> 00:36:36,980 Are you brainstorming what the fiction is going to be? 856 00:36:36,980 --> 00:36:39,180 I would say do a separate brainstorming session 857 00:36:39,180 --> 00:36:40,388 for each one of these things. 858 00:36:40,388 --> 00:36:42,232 Maybe just spend 10 minutes. 859 00:36:42,232 --> 00:36:44,190 You don't have to brainstorm every single thing 860 00:36:44,190 --> 00:36:46,310 that we're showing you here. 861 00:36:46,310 --> 00:36:50,430 You could brainstorm what is they aim and impact that you 862 00:36:50,430 --> 00:36:52,400 want to achieve in this game? 863 00:36:52,400 --> 00:36:53,840 How are you going to do that? 864 00:36:53,840 --> 00:36:56,170 Are all of you even on the same page 865 00:36:56,170 --> 00:37:00,550 about what you want your game-- the kind of change 866 00:37:00,550 --> 00:37:02,730 you want to see in the world? 867 00:37:02,730 --> 00:37:04,410 And that's going to be your purpose. 868 00:37:04,410 --> 00:37:08,590 That is going to be-- do you all understand what this thing is? 869 00:37:08,590 --> 00:37:10,200 A lot of it has been defined for you. 870 00:37:10,200 --> 00:37:13,080 But I'm not guaranteeing that everybody on your team 871 00:37:13,080 --> 00:37:14,990 necessarily shares the same idea. 872 00:37:14,990 --> 00:37:18,700 So the brainstorming process might be able to get that out. 873 00:37:18,700 --> 00:37:23,050 And at some point in time within the next couple of weeks, 874 00:37:23,050 --> 00:37:25,681 you should have a pretty good idea. 875 00:37:25,681 --> 00:37:28,180 You should have had a chance to at least talk with your team 876 00:37:28,180 --> 00:37:31,140 about every one of these elements. 877 00:37:31,140 --> 00:37:33,380 This is a research framework that's 878 00:37:33,380 --> 00:37:36,060 been put together by one up our colleagues, Constantine 879 00:37:36,060 --> 00:37:37,720 [INAUDIBLE]. 880 00:37:37,720 --> 00:37:39,197 I think we can put a link to this. 881 00:37:39,197 --> 00:37:40,030 RIK EBERHARDT: Yeah. 882 00:37:40,030 --> 00:37:43,060 I'll post the slides, and this particular slide, to Stellar. 883 00:37:43,060 --> 00:37:44,750 PHILLIP TAN: And we might get back 884 00:37:44,750 --> 00:37:48,210 to elements of this later in the week. 885 00:37:48,210 --> 00:37:50,360 But right now, this is just basically something 886 00:37:50,360 --> 00:37:52,077 to help guide your brainstorming. 887 00:37:52,077 --> 00:37:52,910 RIK EBERHARDT: Yeah. 888 00:37:52,910 --> 00:37:54,710 Aesthetics we're recovering on Wednesday. 889 00:37:54,710 --> 00:37:57,584 Fiction we're covering in a couple of weeks. 890 00:37:57,584 --> 00:37:59,000 PHILLIP TAN: Finally, one reminder 891 00:37:59,000 --> 00:38:03,260 about brainstorming-- if your brainstorming session runs 892 00:38:03,260 --> 00:38:06,790 more than 10 minutes, you'll want to flip 893 00:38:06,790 --> 00:38:08,307 your secretaries around. 894 00:38:08,307 --> 00:38:09,890 So that somebody else is taking notes. 895 00:38:09,890 --> 00:38:12,040 Let the person who's been frantically writing 896 00:38:12,040 --> 00:38:14,320 things down actually get their ideas in, too. 897 00:38:14,320 --> 00:38:16,340 OK? 898 00:38:16,340 --> 00:38:17,882 We're not going to time that for you. 899 00:38:17,882 --> 00:38:19,423 That's going to be something for you. 900 00:38:19,423 --> 00:38:21,570 And once they've got their teams, email, video game 901 00:38:21,570 --> 00:38:23,440 bosses? 902 00:38:23,440 --> 00:38:25,310 RIK EBERHARDT: Put your vision statement-- 903 00:38:25,310 --> 00:38:28,450 it should have all your team and all your member names in it. 904 00:38:28,450 --> 00:38:30,769 And that's due on Stellar on the date that it says, 905 00:38:30,769 --> 00:38:31,310 on Wednesday. 906 00:38:31,310 --> 00:38:34,480 PHILLIP TAN: So put all your names in the vision statement. 907 00:38:37,780 --> 00:38:40,060 The rest of class is yours.