Project PlanThis is a featured page



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
  • Create Macrodesign

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?
    • custom artwork

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
  • As determined



_________________________________________________________________


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


Agenda

PART ONE: DEFINING THE GAMEWhat are we building?

I. Ideation
  1. Brainstorm - Yes-And
  2. Chunk into major categories
  3. Identify biggest unknowns
  4. 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
  1. Find strengths
  2. Connect wild ideas
  3. Sort easy wins, hard battles
  4. Pick finalists

IV. Repeat, as necessary


PART TWO: DESIGNING THE GAME

How are we building it?

I. Define the following:
  1. Character,
  2. Camera and control(interface)
  3. Game look (art test)
  4. Key technology (how the game will feel, major dependencies)

II. Create Macro design document
  1. Character and moveset
  2. Exotic mechanics
  3. Level structure, size and count
  4. Level contents
  5. Overarching structure – linear, hub
  6. Brief story
  7. Conceptual art
  8. Acquired abilities or inventory
  9. Macro chart


PART THREE: DESIGNING THE PROTOTYPE


Pick 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 FEEDBACK

Interview 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 1
Design website
Determine Sections, title, look and feel
Drafting whitepaper




inokon
inokon
Latest page update: made by inokon , Jun 3 2006, 6:01 PM EDT (about this update About This Update inokon updated task list - inokon

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