deliverable(s) -- interactive visualization
- concept(s) -- (short) synopsis, with (optional) sketches
- requirement(s) -- with shareholders, planning, MOSCOW
- story board -- storyline(s), non-linear storygraph, assets
- prototype(s) -- partial version(s) of interactive application(s)
- final application -- full interactive application
- accompanying website -- with application and support
- promotional clip -- one/two minute trailer
- justification -- explanation of design decisions, reflection(s)
- package -- all the material with documentation
Students will work in groups, and manage themselves.
Representatives from the group are required to contact the
stakeholders in an early state, and obtain the requirements
and wishes, and organise these in suitable documents,
using e.g. the MOSCOW division into must have
and will not have
In general, each project will result in a series of such documents,
that should be part of an online working site, an interactive
video (using ximpel.org), which gives interactive access to the
video material obtained, a 3D game space (developed with unity3d.com), which provides
spatial exploration of the various scenarios and/or animations,
as well a clip, that may serve as a trailer.
The end result will be delivered online, as a website,
in such a way that it can be packaged an put on the website
of the person or institution that gave the project assignment.
Documentation, must be sufficient for installing and using
the material delivered, and should include a justification of
In a way
this may seem like a rather constrained approach, that may
limit your creativity. Indeed, it is, and it may limit your
But, it does allow you to create products that are really worthwhile,
and that will be appreciated by others, and hopefully praised
for its creativity.
And, keep in mind that working in a group, although not easy,
is the best if not the only way to develop your skills and
don't forget that together we create
a great collection of applications contributing to
so don't forget to mention that also this project
is powered by CTSG
... stop thinking about your game and start thinking about the experience of the player:
If there is a big difference between the experience you want
to create and the one you are actually creating,
your game needs to change ...
- what experience do I want the player to have?
- what is essential to that experience?
- how can my game capture that essence?