Due: Not Turned In
After each prototype demonstration, we will have a playtesting session. Later playtesting
sessions (particularly once you have a complete playable level) will be much more formal
than this one. However, the gameplay prototypes are fairly primitive, so it is not
particularly valuable to make the user testing too structured. Therefore, today is just
an excuse to have some fun and play some games (or game prototypes).
We ask that you bring at least two devices (laptops or mobile) capable of running your
prototype. If this is not possible, please contact a
before this lab is held.
You should set up your devices so that you have two copies of your game running in close
proximity of one another. This will allow us to maximize the number of people playing a
prototype at any time.
Once you have set up, the class will proceed as follows:
One person in your group should be designated to stand by the machine.
Everyone else in your group should play another gameplay prototype.
The designated member should take notes and elicit feedback as others play.
Even though your prototype should be available on multiple computers, you only
need to have one person stationed with them (this is why they should be close
together). You should swap out the attending team member so that it is not the
same person for the entire class period.
The other major activity this week is the two-week report. The format is the same as
for the introductory course. You will submit individual reports to
CATME, as well as joint report summarizing tasks to CMS.
You should look at the
to understand what we want on this report.
If you finish playtesting early -- which can happen because gameplay prototypes are
so simple -- you may start work on the two-week report. However, we want you to
make a good faith effort at playtesting (at least 20 minutes) before starting work
on the report.