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Tasks & Deadlines

Task 1: Game Project Plan. Deadline: September 10.

Specify the game project that you intend to develop and the game technology you intend to use. Describe your core game-play focus, trying to illustrate what kind of game you are developing for feedback. A starting point in your search for game tech. may be this list. Choosing wisely will save you time and effort. Simply using a programming language is not acceptable in the course or a pure media library.

Also describe Game progression and In-Game Tutoring Plan. What are your current thoughts on these subjects and how do you intend to handled them (remember you need to have a good idea for botht to pass the course). Progression is how the game evolves and in-game tutoring is how the game teaches the players during play (not before they play). A very good explanation of this is in the sequelitis videos. You have to make sure you understand these concepts to be able to finish the course. you have to be able to motivate your design decisions in these two areas.

Deliverable: Submit by adding to your BOX invite in the plan folder. Use this Google Docs as a starting point for you plan.

Task 3: Game presentation seminar: Dates: September 30- October 3

For seminars - sign up one person per team (1 or 2). We'll do maximum 8 projects per 2-hour session. Each project gets 10 minutes showing what you've got so far and discussing code and problems. There will be a projector. The most feedback you'll get from showing your game and talking but it depends on how far you've come. Don't talk about the general aspects about your game tech. For instance, don't spend time describing what Unity is. Don't talk about what a plat-former is. Talk about specific experiences with your game and what's been implemented so far. Show live gaming if you can.


Task 4: Final Playable Game and Game Screen Cast: Deadline: October 22. 17

Upload game code or project file and a link to your screen cast project.

Do a 2-5 minute screen cast presentation of the game. Highlight the features of the game - showing its best sides. This screen cast will be used for the LiUGA competition so if you are interested it is recommended that you spend some time creating a high quality screen cast. High resolution footage is generally a requirements for jury members so make sure you record with quality:http://en.wikipedia.org/wiki/List_of_screencasting_software. Deliverable: Submit you game code - source code and a link to your screen cast to the box-map you'll be invited to. .


Task 5: Individual Oral Examination. Date: October 13-17

Prepare a 30 minutes individual oral examination. You will show the game and the code, talk about your work, and reflect about the project. No power points or prepared presentation - just talk and code/development environment. Explain how your focus, tutoring and progression works. Bring your own laptop or show code on our computers. Examination in the course is based on this activity and the game you hand in in Task4.

Booking through webreg will be announced on the news side. These presentations will be handled by Samuel and Björn.


TDDD23-LiU Game Award 2014 Date: November 5. Week 45.

Facebook page for LiUGA 2014

Speakers 2013:
Tomas Ahlström, Linden Lab & Desura.com - "Blocksworld: From concept to exit in 12 months"
Jonas Skantz, DICE Frostbyte team.
Hampus Bankler, Rovio - "Get a job in the game industry!" (old TDDD23 student and assistant)
John Hargelix, Paradox Interactive - "How to be creative while keeping deadlines" (John leder Paradox North-teamet (Magicka Wizard Wars) och har tidigare erfarenhet från DICE och Wooga)
Rolf Jansson, Code Club - "Sandbox MMO Crash Course - the Technology behind Wurm Online"


Submission dates after the course:

Late submission can be arranged by sending an email to the examiner to schedule an appointment:
  • December 10, 2014.
  • August 22, 2015.

Page responsible: Erik Berglund
Last updated: 2014-10-10