I've been asked to give a workshop in game design and development. It's supposed to consist of 4 consecutive classes in which I want to discuss the road from idea to prototype building and playtesting. Of course they should also build their own functioning prototype and test and modify it. This can also be done between lessons. It's a biweekly event. They've also got the possibility to test their games every other week, since I also organise a small gaming event at the same place. Has anybody got tips for me. I'd like any advice given, whether it is general, about specific phases, teaching or time-management, I want it all :D
-I didn't know which thread was the most appropriate for this, so sorry if it's in the wrong place.
P.s. I'll try to update this thread when things become more clear.
EDIT: The lay-out of the course has changed quite a bit and is an ever evolving monster. Hence my not posting a real update
Hi Dave,
thanks for your comment. Actually I do know quite some things about the theory of game design, or should I say about lots of theories of game design. Bu that's also where one of my problems kicked in. Since I have a very limited amount of sessions(I'm about to graduate as a psychologist, hence I call everything sessions :D ), I'll have to make a selection of which theories to present. I was thinking along the lines of a division like this.
Week 1:
First a small round of why everybody joined the workshop, so I can fine-tune the following sessions.
A free-thinking exercise to warm up everybody. Basically people have to write down their thoughts and follow them as fast as possible. No censorship allowed. (E.g. I'm thinking as fast as possible and am looking at my fingers tuping weird its just like it s a balloon full of typo's i hope no one.... etc.)
This is followed by a bit of theory in how to come up with a game concept. After which everybody will start brainstorming on theirs.
Maybe there's some time left for mechanics and such, but it's not necessary.
Homework come up with a or a couple of game concepts. No censoring or limitations allowed.
Week 2:
No workshop, but the ability to try lots of games in my gaming group
Week 3:
They've got a concept, now what! Well, it's time to discuss mechanics, theme's and the like. After that some exercises in coming up with original start-mechanics and how to implement mechanics into their game concept.
Homework: try to make a very simple prototype or try to work out the way the game should work
Week 4: again no workshop, but it's playtesting time
Week 5: prototyping time! It's time to discuss what materials can be used, where to get them and how to apply them. After that, time to make a blueprint for the prototype
Homework: gather all the neccesary materials and start building
Week 6: no workshop, more playtesting
Week 7:
It's time to go over the games in detail. How to fine-tune a game.
Finish up with information on self-publishing, going to a publishing company and other ways to make sure other's get to play your games.
After that final tips on how to complete the prototype and overcome encountered problems.
Week 8:
No more workshops at all, but prototype-o-mania. It's time to play the games
Still I've got the feeling the division over the sessions not completely right and I wonder what to do with people who don't have the time or just don't do their homework. I'd hate for them to miss out on the experience of creating a game. I think it might be smart to allow and talk about modifying or creating an expansion for an existing game. The only problem is time. I don't know whether I'd make it.
In short: the main goal is to make it possible for people to create their own game; from idea to prototype. This is what I want to do, and this is my first draft towards a more complete scenario.
And I agree on the importance of creating a balance between theory and creativity. Hopefully I'll achieve it in this way.
Any feedback is very much appreciated. Thanks,
Aerjen
EDIT: The lay-out of the course has changed quite a bit and is an ever evolving monster. Hence my not posting a real update