1 00:00:05,160 --> 00:00:08,580 TEJ CHAJED: I'm Tej, I'm a grad student in computer science, 2 00:00:08,580 --> 00:00:12,056 and I worked with a team of eight on a game called Snap. 3 00:00:12,056 --> 00:00:16,610 All of us were course six majors in computer science. 4 00:00:16,610 --> 00:00:20,100 We created a game called Snap, which our client, 5 00:00:20,100 --> 00:00:23,910 who is from the Red Cross, he presented us with this game 6 00:00:23,910 --> 00:00:24,950 in class. 7 00:00:24,950 --> 00:00:27,520 The game works where you both come up 8 00:00:27,520 --> 00:00:29,370 with words, two players come up with words, 9 00:00:29,370 --> 00:00:30,870 and whenever you see the same word 10 00:00:30,870 --> 00:00:33,000 you snap and you get a point. 11 00:00:33,000 --> 00:00:35,630 So our task was to create a digital version of this game, 12 00:00:35,630 --> 00:00:38,410 both to make the game more engaging 13 00:00:38,410 --> 00:00:41,015 and also to help them collect data on what words 14 00:00:41,015 --> 00:00:43,640 people were submitting, because it's sort of a free association 15 00:00:43,640 --> 00:00:45,840 game and helps them get a sense of what people think 16 00:00:45,840 --> 00:00:46,970 about a complex topic. 17 00:00:50,570 --> 00:00:53,040 So for Snap we actually had a concrete game 18 00:00:53,040 --> 00:00:55,750 that the client gave us and we knew exactly what 19 00:00:55,750 --> 00:00:57,567 project we'd be working on. 20 00:00:57,567 --> 00:00:59,150 Snap is also a little bit different in 21 00:00:59,150 --> 00:01:04,160 that it's a much more technical game, because we're not 22 00:01:04,160 --> 00:01:06,890 coming up with sprites, we're not coming up with a story. 23 00:01:06,890 --> 00:01:09,600 It's quite bare bones in terms of interface. 24 00:01:09,600 --> 00:01:14,420 And so we had a much more standard coding project 25 00:01:14,420 --> 00:01:15,890 for our game. 26 00:01:15,890 --> 00:01:18,120 But at the same time, there were game design aspects 27 00:01:18,120 --> 00:01:18,994 to what we had to do. 28 00:01:18,994 --> 00:01:22,090 We still had to think about how to go beyond what we played 29 00:01:22,090 --> 00:01:26,560 in class and port over the game to a digital version that 30 00:01:26,560 --> 00:01:28,850 will still be engaging and didn't rely too much 31 00:01:28,850 --> 00:01:31,800 on the human interaction, the face to face interaction. 32 00:01:31,800 --> 00:01:34,170 So at first we actually thought that our game 33 00:01:34,170 --> 00:01:36,720 would be much more restrictive, because we thought 34 00:01:36,720 --> 00:01:39,780 that the clients had a lot of existing ideas about how 35 00:01:39,780 --> 00:01:43,640 the game should be played and what works well for getting 36 00:01:43,640 --> 00:01:45,259 good feedback out of people. 37 00:01:45,259 --> 00:01:47,050 As we went on, we were pleasantly surprised 38 00:01:47,050 --> 00:01:49,590 to find out that we actually had a lot more creative freedom 39 00:01:49,590 --> 00:01:50,427 than we thought. 40 00:01:50,427 --> 00:01:52,010 And really, they just wanted something 41 00:01:52,010 --> 00:01:56,380 that resembled the original game and accomplish what we needed, 42 00:01:56,380 --> 00:01:58,400 which was to get people to give words 43 00:01:58,400 --> 00:02:01,410 and say what they were thinking. 44 00:02:01,410 --> 00:02:05,340 So that was really nice for us to be able to really think 45 00:02:05,340 --> 00:02:07,176 of what we wanted to. 46 00:02:07,176 --> 00:02:08,634 At the same time though, the client 47 00:02:08,634 --> 00:02:11,420 was interested in using the game much earlier than we expected. 48 00:02:11,420 --> 00:02:14,040 The goal for all the projects is that they 49 00:02:14,040 --> 00:02:15,800 remain open and available for people 50 00:02:15,800 --> 00:02:17,870 to see over the next month. 51 00:02:17,870 --> 00:02:21,540 We've actually been running the game in the past couple weeks. 52 00:02:21,540 --> 00:02:23,300 And that has also required some effort 53 00:02:23,300 --> 00:02:26,200 on our part to do exactly what the client needs 54 00:02:26,200 --> 00:02:28,190 for their specific runs in the past week. 55 00:02:32,030 --> 00:02:34,120 So traditionally, this course does not 56 00:02:34,120 --> 00:02:36,880 allow people to use networking, because it 57 00:02:36,880 --> 00:02:38,010 tends to be very buggy. 58 00:02:38,010 --> 00:02:40,850 It tends to be something that if it doesn't work, 59 00:02:40,850 --> 00:02:42,930 simply makes the whole game fall over flat. 60 00:02:42,930 --> 00:02:46,880 And we decided to violate this rule very early on. 61 00:02:46,880 --> 00:02:48,820 The rules are all suggestions, after all. 62 00:02:48,820 --> 00:02:53,000 And we were confident in our ability to do this, 63 00:02:53,000 --> 00:02:54,740 partly because we had a lot of experience 64 00:02:54,740 --> 00:02:57,320 with networking, with distributed systems. 65 00:02:57,320 --> 00:02:59,860 I actually work in distributed systems. 66 00:02:59,860 --> 00:03:02,070 And we also were experienced with the technologies 67 00:03:02,070 --> 00:03:04,060 that we were using, which definitely helped. 68 00:03:04,060 --> 00:03:06,682 I think that the learning curve for those technologies 69 00:03:06,682 --> 00:03:08,140 was a little bit more than we could 70 00:03:08,140 --> 00:03:09,431 have done in these eight weeks. 71 00:03:13,070 --> 00:03:17,050 So this course is nominally about creating video games, 72 00:03:17,050 --> 00:03:19,190 but in reality, as the instructors admitted, 73 00:03:19,190 --> 00:03:20,870 it's about project management. 74 00:03:20,870 --> 00:03:24,240 And I think that the course does a really good job of teaching 75 00:03:24,240 --> 00:03:26,020 you project management by example, 76 00:03:26,020 --> 00:03:27,887 by forcing you to actually do it. 77 00:03:27,887 --> 00:03:29,470 And I think that's why it's structured 78 00:03:29,470 --> 00:03:32,160 as four games as opposed to one big game, which 79 00:03:32,160 --> 00:03:33,750 is what you might expect. 80 00:03:33,750 --> 00:03:35,840 And I think that that was really useful for us 81 00:03:35,840 --> 00:03:37,460 to learn project management. 82 00:03:37,460 --> 00:03:39,397 Game development was a nice side benefit, 83 00:03:39,397 --> 00:03:41,480 but I don't think we learned a lot of game design. 84 00:03:41,480 --> 00:03:44,519 I think we just tried it and mostly we 85 00:03:44,519 --> 00:03:46,310 were learning, how do you manage a project, 86 00:03:46,310 --> 00:03:48,260 how do you manage a software project? 87 00:03:48,260 --> 00:03:52,680 Games are a little bit different in that the goal is fun and not 88 00:03:52,680 --> 00:03:55,080 so much coming from a client. 89 00:03:55,080 --> 00:03:57,270 The last project notwithstanding, mostly games 90 00:03:57,270 --> 00:03:59,590 are about you want to create something fun. 91 00:03:59,590 --> 00:04:01,940 I think the biggest challenge for us in Snap 92 00:04:01,940 --> 00:04:05,790 was getting people engaged, getting our team engaged 93 00:04:05,790 --> 00:04:06,910 in the project. 94 00:04:06,910 --> 00:04:09,190 There's a lot of other classes that people are taking 95 00:04:09,190 --> 00:04:11,560 and this is not necessarily the highest priority 96 00:04:11,560 --> 00:04:12,850 on everybody's list. 97 00:04:12,850 --> 00:04:15,520 And that was something that you really have to work around. 98 00:04:15,520 --> 00:04:19,079 You really have to find ways to get people engaged in the topic 99 00:04:19,079 --> 00:04:20,720 and get people to contribute where 100 00:04:20,720 --> 00:04:24,270 they can in the number of hours that they have available. 101 00:04:24,270 --> 00:04:26,315 So I don't know how completely successfully we 102 00:04:26,315 --> 00:04:29,510 were at getting people to contribute as many hours 103 00:04:29,510 --> 00:04:31,890 as we needed, but definitely part of it 104 00:04:31,890 --> 00:04:35,200 was making sure the tasks were very clear, 105 00:04:35,200 --> 00:04:38,150 so that not everybody was thinking about the whole game, 106 00:04:38,150 --> 00:04:40,840 but instead could think about their specific tasks 107 00:04:40,840 --> 00:04:43,012 and what they need to do on their part. 108 00:04:43,012 --> 00:04:45,220 And that was part of what the project management was, 109 00:04:45,220 --> 00:04:47,570 was making sure that people have the information they need 110 00:04:47,570 --> 00:04:50,040 to do the tasks that they need to get done without thinking 111 00:04:50,040 --> 00:04:51,990 about the whole project.