1 00:00:00,070 --> 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 --> 00:00:17,215 from hundreds of MIT courses, visit MIT OpenCourseWare 7 00:00:17,215 --> 00:00:17,840 at ocw.mit.edu. 8 00:00:22,370 --> 00:00:26,170 PROFESSOR 1: So today is all about you. 9 00:00:26,170 --> 00:00:28,570 We are introducing Project Two. 10 00:00:28,570 --> 00:00:31,340 We are starting off with the Project One pitch 11 00:00:31,340 --> 00:00:33,350 presentations, then we're going to have 12 00:00:33,350 --> 00:00:34,500 prototype demonstrations. 13 00:00:34,500 --> 00:00:36,560 The idea is that everyone in class 14 00:00:36,560 --> 00:00:38,810 should have heard about all the games that were made 15 00:00:38,810 --> 00:00:41,722 and should have at least seen all the games be played. 16 00:00:41,722 --> 00:00:43,180 it's going to be kind of difficult, 17 00:00:43,180 --> 00:00:44,596 but we're going to try to do that. 18 00:00:44,596 --> 00:00:46,271 After that, we're going to form teams. 19 00:00:46,271 --> 00:00:48,770 So we're going to choose a few of these games and form teams 20 00:00:48,770 --> 00:00:49,720 around them. 21 00:00:49,720 --> 00:00:51,980 And then after that, assuming we have time left, 22 00:00:51,980 --> 00:00:53,950 we're going to work in our new teams. 23 00:00:53,950 --> 00:00:56,470 You're going to rewrite that Project One vision statement 24 00:00:56,470 --> 00:00:59,250 and you're going to modify the paper prototype on volume 25 00:00:59,250 --> 00:01:02,215 here has a group just to kind of see what the mechanics were 26 00:01:02,215 --> 00:01:05,150 and what you're going to have to do for Project Two. 27 00:01:05,150 --> 00:01:08,450 So starting off, Project Two-- it's another low fidelity 28 00:01:08,450 --> 00:01:10,380 prototyping, but this is more digital. 29 00:01:10,380 --> 00:01:12,996 So you're going to actually make a digital game. 30 00:01:12,996 --> 00:01:14,870 We're asking to create this digital prototype 31 00:01:14,870 --> 00:01:16,330 in a short time frame. 32 00:01:16,330 --> 00:01:18,800 You had about a week to do Project One. 33 00:01:18,800 --> 00:01:22,430 You're going to have about two weeks to do Project Two. 34 00:01:22,430 --> 00:01:24,374 There will be some of the work done in class. 35 00:01:24,374 --> 00:01:26,540 Unfortunately, it's not going to be the programming. 36 00:01:26,540 --> 00:01:28,110 That's going to happen outside of class. 37 00:01:28,110 --> 00:01:29,750 In class, we're doing a lot of the meetings 38 00:01:29,750 --> 00:01:31,875 and a lot of the project management stuff in class. 39 00:01:31,875 --> 00:01:34,150 And we'll be walking through a lot of that. 40 00:01:34,150 --> 00:01:36,944 You're going to be basing that game off of a Project One game. 41 00:01:36,944 --> 00:01:39,360 And then yeah, we're going to integrate project management 42 00:01:39,360 --> 00:01:41,818 concepts into your process, and we'll be talking about some 43 00:01:41,818 --> 00:01:44,830 of that stuff starting Wednesday. 44 00:01:44,830 --> 00:01:46,870 Extra goals-- you're going to be working 45 00:01:46,870 --> 00:01:49,300 as a team for the first time using a common game engine. 46 00:01:49,300 --> 00:01:51,960 So hopefully some of the lessons from that game 47 00:01:51,960 --> 00:01:55,420 engine tutorial we did last week work out-- I 48 00:01:55,420 --> 00:01:58,392 think that was last week, yeah-- work out for you. 49 00:01:58,392 --> 00:02:00,100 You're going to be doing version control, 50 00:02:00,100 --> 00:02:02,200 so it looked like we had everybody 51 00:02:02,200 --> 00:02:05,160 able to use some kind of version control with all those engines. 52 00:02:05,160 --> 00:02:06,440 That's a good sign. 53 00:02:06,440 --> 00:02:08,380 And then you're also going to be managing your time commitments. 54 00:02:08,380 --> 00:02:09,838 This is the first time you're going 55 00:02:09,838 --> 00:02:11,920 to have six people on one project for this class, 56 00:02:11,920 --> 00:02:13,120 and then you're going to continue like that 57 00:02:13,120 --> 00:02:14,580 for the rest of the semester. 58 00:02:14,580 --> 00:02:16,040 So coming up with strategies on how 59 00:02:16,040 --> 00:02:20,710 to work with each other, how to maximize the work you do 60 00:02:20,710 --> 00:02:22,691 in person, and what you can do when you're not 61 00:02:22,691 --> 00:02:25,190 next to each other, when you're working from your dorm room, 62 00:02:25,190 --> 00:02:28,800 from a study area, things like that. 63 00:02:28,800 --> 00:02:30,629 So the deliverables for this one-- today, 64 00:02:30,629 --> 00:02:32,920 we are going to do this workshop, this team information 65 00:02:32,920 --> 00:02:33,530 workshop. 66 00:02:33,530 --> 00:02:35,970 On Wednesday, we're going to be work shopping the product 67 00:02:35,970 --> 00:02:38,030 backlog, and you're going to be turning in 68 00:02:38,030 --> 00:02:40,610 to Stellar-- actually, I meant the vision statement. 69 00:02:40,610 --> 00:02:43,800 But on Wednesday, by the end of class, 70 00:02:43,800 --> 00:02:45,300 we'd like you turn in the Stellar 71 00:02:45,300 --> 00:02:47,400 an updated vision statement. 72 00:02:47,400 --> 00:02:51,170 So take the statement you were working on for Project One, 73 00:02:51,170 --> 00:02:52,984 modify it based on the new team you have. 74 00:02:52,984 --> 00:02:54,900 You'll do a little bit of that today in class, 75 00:02:54,900 --> 00:02:57,470 and then you'll turn it in by the end of class on Wednesday 76 00:02:57,470 --> 00:03:00,170 to Stellar. 77 00:03:00,170 --> 00:03:02,420 The following week, you're going to turn in to Stellar 78 00:03:02,420 --> 00:03:04,440 before class starts a product backlog based 79 00:03:04,440 --> 00:03:06,230 on the workshop you did the week prior. 80 00:03:06,230 --> 00:03:09,220 And in class, we're going to talk about sprint back task 81 00:03:09,220 --> 00:03:10,500 lists. 82 00:03:10,500 --> 00:03:12,837 So you don't know what a sprint task list is right now. 83 00:03:12,837 --> 00:03:14,670 You don't know what estimates are right now. 84 00:03:14,670 --> 00:03:16,230 You'll be working on that on Monday, 85 00:03:16,230 --> 00:03:18,710 and then each team will give a short presentation to us 86 00:03:18,710 --> 00:03:20,820 about the work that you did. 87 00:03:20,820 --> 00:03:23,932 On Wednesday you'll turn in that task list you created. 88 00:03:23,932 --> 00:03:25,390 And in class on Wednesday, we'll be 89 00:03:25,390 --> 00:03:26,950 playing all the digital games. 90 00:03:26,950 --> 00:03:29,640 So you have to have something running 91 00:03:29,640 --> 00:03:31,960 by Wednesday at 1:00 PM. 92 00:03:31,960 --> 00:03:34,570 It could be running and broken. 93 00:03:34,570 --> 00:03:36,910 You might not get much good feedback out of it, 94 00:03:36,910 --> 00:03:40,850 but it must be running by Wednesday at 1:00 PM. 95 00:03:40,850 --> 00:03:43,460 And then the following Monday, the project is due. 96 00:03:43,460 --> 00:03:45,010 Yeah, really, really short. 97 00:03:45,010 --> 00:03:47,540 On Stellar you're going to turn a whole bunch of stuff. 98 00:03:47,540 --> 00:03:50,540 All of your games should compile out to HTML, 99 00:03:50,540 --> 00:03:53,540 either be playable on a website or use a website plug-in 100 00:03:53,540 --> 00:03:55,890 like Unity or Flash or whatnot. 101 00:03:55,890 --> 00:03:59,480 So there is more details in the handout in Stellar. 102 00:03:59,480 --> 00:04:02,570 I updated that this morning, so please take a look at that 103 00:04:02,570 --> 00:04:03,695 once your teams are formed. 104 00:04:03,695 --> 00:04:05,361 So it's probably one of the first things 105 00:04:05,361 --> 00:04:07,640 you should do is take a look at those requirements. 106 00:04:07,640 --> 00:04:09,681 Again, you'll need a written a written postmortem 107 00:04:09,681 --> 00:04:10,654 from each of you. 108 00:04:10,654 --> 00:04:12,320 We'll ask for a design change log, which 109 00:04:12,320 --> 00:04:14,785 your first entry will be today. 110 00:04:14,785 --> 00:04:16,410 You'll need an updated vision statement 111 00:04:16,410 --> 00:04:20,950 if anything changed from the one you turned in on whatever I 112 00:04:20,950 --> 00:04:22,140 said it was, Wednesday. 113 00:04:22,140 --> 00:04:24,540 If anything's changed, you'll turn it in again. 114 00:04:24,540 --> 00:04:26,970 And you'll be doing focus test reports. 115 00:04:26,970 --> 00:04:28,560 So we're doing some focus testing, 116 00:04:28,560 --> 00:04:32,310 some testing in the next week. 117 00:04:32,310 --> 00:04:34,640 And then, you'll also do a postmortem presentation. 118 00:04:34,640 --> 00:04:36,425 And so, this presentation will actually 119 00:04:36,425 --> 00:04:39,460 be five minutes per team. 120 00:04:39,460 --> 00:04:42,925 The requirements are on the handout, 121 00:04:42,925 --> 00:04:45,640 and we'll talk about it a little more later in the next week 122 00:04:45,640 --> 00:04:46,140 or so. 123 00:04:46,140 --> 00:04:48,820 But basically, it's tell us what went right, 124 00:04:48,820 --> 00:04:52,190 tell us what went wrong, tell us what you learned. 125 00:04:52,190 --> 00:04:54,809 We don't necessarily want to see the game being played. 126 00:04:54,809 --> 00:04:56,850 We want to see what you've learned from the game, 127 00:04:56,850 --> 00:04:59,230 so highlight that with screenshots, with video, stuff 128 00:04:59,230 --> 00:05:02,010 like that. 129 00:05:02,010 --> 00:05:04,740 All right, so this is what we're doing for the next-- 130 00:05:04,740 --> 00:05:09,230 we've got 15 slots-- so for the next 15 or so minutes-- 131 00:05:09,230 --> 00:05:10,880 elevator pitches. 132 00:05:10,880 --> 00:05:13,030 Why are we asking you to do an elevator pitch? 133 00:05:13,030 --> 00:05:17,800 If you can succinctly describe your game in one minute, 134 00:05:17,800 --> 00:05:20,720 it's probably pretty well scoped for Project Two. 135 00:05:20,720 --> 00:05:23,980 Also, you probably have a handle on what you're actually making. 136 00:05:23,980 --> 00:05:25,540 You know what the game's about. 137 00:05:25,540 --> 00:05:27,590 You can describe the game to another person. 138 00:05:27,590 --> 00:05:29,320 To us that means, great, that project 139 00:05:29,320 --> 00:05:31,562 is probably going to be a Project Two project. 140 00:05:31,562 --> 00:05:33,770 If you have a little bit of difficulty describing it, 141 00:05:33,770 --> 00:05:35,144 if you go a little bit over time, 142 00:05:35,144 --> 00:05:38,420 we're going to allow you to go over time, but don't. 143 00:05:38,420 --> 00:05:39,790 Why do I even tell you that? 144 00:05:39,790 --> 00:05:43,040 I just messed everything up, didn't I? 145 00:05:43,040 --> 00:05:45,520 But if there's some issues going on with that, 146 00:05:45,520 --> 00:05:48,880 that'll let us know a little bit about the scope of the project. 147 00:05:48,880 --> 00:05:52,560 Don't show us the game, don't use visuals, don't use laptops. 148 00:05:52,560 --> 00:05:54,670 You're in an elevator with an executive. 149 00:05:54,670 --> 00:05:56,700 They said, fine, you got a minute of my time. 150 00:05:56,700 --> 00:05:58,180 Tell me what you're trying to do. 151 00:05:58,180 --> 00:06:00,110 Bam, convince them that your game is cool, 152 00:06:00,110 --> 00:06:01,820 depends on what your game does. 153 00:06:01,820 --> 00:06:04,240 In this particular case, we want to know why it's 154 00:06:04,240 --> 00:06:05,640 about planning for randomness. 155 00:06:05,640 --> 00:06:08,290 Remember, that's our design constraint for the Project 156 00:06:08,290 --> 00:06:09,650 One and Project Two. 157 00:06:09,650 --> 00:06:12,260 What about your game is planning for randomness? 158 00:06:12,260 --> 00:06:14,580 What is the core piece of game play in it. 159 00:06:14,580 --> 00:06:16,110 Remember in your vision statement, 160 00:06:16,110 --> 00:06:17,609 in one of the versions, we asked you 161 00:06:17,609 --> 00:06:20,126 for 20 or 30 seconds of game play. 162 00:06:20,126 --> 00:06:21,750 That's a great thing to put in a pitch. 163 00:06:21,750 --> 00:06:26,610 So you've got all the material, just take your minute, go. 164 00:06:26,610 --> 00:06:28,940 Afterwards, we're going to do demonstrations, 165 00:06:28,940 --> 00:06:30,640 and I'll bring that slide up later. 166 00:06:30,640 --> 00:06:32,509 But basically we're not going to just rely 167 00:06:32,509 --> 00:06:33,800 on you talking about your game. 168 00:06:33,800 --> 00:06:36,070 We're going to be able to see all the games being played. 169 00:06:36,070 --> 00:06:38,070 And we're going to, again, try to get everybody 170 00:06:38,070 --> 00:06:40,260 able to see all the games being played if they 171 00:06:40,260 --> 00:06:42,050 haven't been played already. 172 00:06:42,050 --> 00:06:43,800 And after that, we're going to try to form 173 00:06:43,800 --> 00:06:45,350 teams, which is really hard. 174 00:06:45,350 --> 00:06:48,230 So that comes later. 175 00:06:48,230 --> 00:06:51,670 All right, any questions before we move on? 176 00:06:51,670 --> 00:06:53,480 Any additional comments from y'all? 177 00:06:58,430 --> 00:07:00,740 Oh yeah, remember to check handout 2 on Stellar. 178 00:07:00,740 --> 00:07:02,260 So yes. 179 00:07:02,260 --> 00:07:03,540 by the end of class today. 180 00:07:03,540 --> 00:07:06,580 All right, so first team is Lazy Beaver. 181 00:07:06,580 --> 00:07:08,480 Again, you only need one person from the team 182 00:07:08,480 --> 00:07:10,360 to come up if you don't all want to come up. 183 00:07:10,360 --> 00:07:12,257 Come up here, stand about right here, 184 00:07:12,257 --> 00:07:13,590 there's a microphone right here. 185 00:07:13,590 --> 00:07:16,807 It'll capture you-- talk. 186 00:07:16,807 --> 00:07:17,890 Lazy Beaver, come on down. 187 00:07:27,044 --> 00:07:28,460 STUDENT 1: All right, hi everyone. 188 00:07:28,460 --> 00:07:30,590 Our name is called Lazy Beaver. 189 00:07:30,590 --> 00:07:32,630 Lazy Beaver is a survival game in which 190 00:07:32,630 --> 00:07:35,820 players must take on a chaotic world full of surprises. 191 00:07:35,820 --> 00:07:38,940 These surprises come in the form of random environmental events 192 00:07:38,940 --> 00:07:41,950 such as hurricanes, predators, and even Ebola. 193 00:07:41,950 --> 00:07:43,810 The player takes one action every day 194 00:07:43,810 --> 00:07:47,260 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 196 00:07:49,500 --> 00:07:52,080 to build a set number of dams. 197 00:07:52,080 --> 00:07:54,490 Since the environment is so unpredictable, 198 00:07:54,490 --> 00:07:57,410 the player must carefully plan their actions or risk 199 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 00:08:02,580 --> 00:08:04,400 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, 204 00:08:09,840 --> 00:08:11,860 and preparing for disasters. 205 00:08:11,860 --> 00:08:14,060 We will take the opportunity to carefully balance 206 00:08:14,060 --> 00:08:16,820 events and resources to tune the difficulty to appeal 207 00:08:16,820 --> 00:08:19,000 to all types of players. 208 00:08:19,000 --> 00:08:20,745 Lazy Beaver should move on to Project Two 209 00:08:20,745 --> 00:08:22,730 because during testing players found 210 00:08:22,730 --> 00:08:25,190 our game both delightful and difficult. 211 00:08:25,190 --> 00:08:26,850 Also, the technical scope of the game 212 00:08:26,850 --> 00:08:28,540 is fitting for Project Two's timeline, 213 00:08:28,540 --> 00:08:30,170 and the mechanics of the game are well 214 00:08:30,170 --> 00:08:32,086 suited for the preparing for randomness theme. 215 00:08:38,738 --> 00:08:40,450 PROFESSOR 1: Dragon's Lair. 216 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 226 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. 228 00:09:12,515 --> 00:09:14,720 The game is lost, thought, if you 229 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 236 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, 241 00:09:43,990 --> 00:09:45,508 we think it's a good game. 242 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.