Milestones
- 4/30 Brainstorm and prototype
- 4/30 Pick final game concept
- 5/4 Outline white paper
- 5/4 Project Check-in – Are we getting there?
- 5/1 – 5/20 Prototypes and Review
- 5/18 Draft white paper
- 5/18 Project Check-in – Is this still the right direction?
- 5/18 Outline project website
- 5/20 - 5/21 Design Summit - Santa Rosa, CA
- 5/25 Final Prototype
- 5/28 Final Paper
- 5/29 - 5/30 - Design Pre-Launch - Santa Rosa, CA
- 5/31 Final Website
- 6/01 Berkeley Submission deadline
- 6/06 Berkeley Conference
- 6/07 Online community piece presented at Stanford and whitepaper due
- 6/14 Stanford Proposal due
- 7/28 Public Expo at Stanford
- 8/11 Final Report at Stanford
Tasks:
Research:
- hospice care, acpd website
- research other emergency preparedness
- read science article
Art assets
- families - 2-3 types
- logo
- vaccine mini-game icons
Design
Review:
- Meet with Action, Sarah Walker and Henry Lowood
Meetings
Design Meeting - The Homestretch
May 29-30
Deliverables:
- Finalized prototype
- Finalized website
- Finalized white paper
May 29 Agenda:11:00 AM - Start
- What is the sim really?
- Focusing - what do we cut?
1:00 PM - Individual design work
- flash interface shell and navigation
- complete walkthrough and prototype sim decision
3:00 PM - Review with users
4:00 PM - Pound it out
- more interface work
- get one game in flash
- whitepaper work - macro design, flow chart, learning design
May 30 Agenda_________________________________________________________________
Design Summit
May 20 -21
Deliverables:- 3-10 Interface sketches - home, level, 4 modes, minigames, results - Jeff
- Macro design chart - high level outline of entire gameplay - Angel
- Micro design for prototype level - Angel
- Story outline - all the major beats in the story - Angel

- Outline of website - Jeff

- Domain name purchase - Jeff

- Flash prototype - Jeff
- Updated wiki with meeting decisions - Angel
AgendaPART ONE: DEFINING THE GAMEWhat are we building?
I. Ideation

- Brainstorm - Yes-And
- Chunk into major categories
- Identify biggest unknowns
- Assign elements
II. Individual rapid prototype session
1. Sketch concepts propose interfaces, gameplay
2. Outline the design requirements
3. Build test models in Flash
III. Regroup Merge Concepts
- Find strengths
- Connect wild ideas
- Sort easy wins, hard battles
- Pick finalists
IV. Repeat, as necessary
PART TWO: DESIGNING THE GAMEHow are we building it?
I. Define the following:
- Character,
- Camera and control(interface)
- Game look (art test)
- Key technology (how the game will feel, major dependencies)
II. Create Macro design document
- Character and moveset
- Exotic mechanics
- Level structure, size and count
- Level contents
- Overarching structure – linear, hub
- Brief story
- Conceptual art
- Acquired abilities or inventory
- Macro chart
PART THREE: DESIGNING THE PROTOTYPEPick what we will submit as an example of our game
- What will test well?
- What will best show off our design?
- What can we deliver in two weeks?
Assign components
Start working
Check in
PART FOUR: GETTING FEEDBACKInterview people about our game. Show concepts. Email friends.
Record people's comments on video
Re-evaluate design
Brainstorm/Prototype
Assign areas
PART FIVE: GETTING TO JUNE 1Design website
Determine Sections, title, look and feel
Drafting whitepaper