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Sommer Shearer

Page history last edited by Sommer Shearer 7 years, 7 months ago

Rapid Game Design


Challenge 1: Create a game that makes use of two bodies, a single mechanic, and a spatial envelope of 8 x 8 x 8 feet. The mechanic and dynamic must be non-agressive. Collaborate with two others to create this game, to form a group of three people.

Your Other Half


Challenge 2: Form a six (6) person collaborative group. Create a game that involves four (4) humans interacting and playing within an 8 x 8 x 8 foot bounding cube. Gameplay may involve two (2) props of the same kind, but which cannot be the object or goal of the game. The game should be self-evaluating, that is to say it should require no referee to judge end states. The temporal envelope should be carved into 30-second increments/events. 

Tell Me Something


Challenge 3: Form a three (3) person collaborative  group. Create a game that involves five (5) bodies/players, all with equivalent roles, all interacting within a 16 x 16 x 8 foot maximum spatial envelope. Gameplay may involve a number of props -- limited only by practicality -- of no more than two (2) kinds. The maximum temporal envelope will be 15 minutes for a game to play to completion. The game should be easy to learn but difficult to master.

Round 6 Challenge 3


Challenge 4: Form a collaborative group of six. Design an eight player game that will take place in two non-contiguous spaces of 8' x 16' x 8' each. Line of sight between the two spaces is optional. Players must remain within the space where they begin the game for the entire run of play. Two non-player runners can be enlisted to communicate between the spaces. Gameplay must be continuous, simultaneous. The activities in each space must affect or influence each other. Props may not be used as projectiles, nor as semaphores. The temporal envelope for setup, play, teardown, and reset of the space cannot exceed 30 minutes.

Round 6 Real Life Battleship


Programming for Play


Challenge 1:Create a basic game structure by re-skinning and repurposing the example file. Make this playable in the sense that there is one simple goal to be achieved.
Select a partner and create a remixed game that includes both of your goals. If your goals are too similar, please create a new goal and implement it in the game.

Round 6 Constellations


Challenge 2: Create a new game that supports some sense of social play, creative play, narrative play or imaginative play that will allow for two players to play at the same time. You must create this sketch with a partner. You must start this game by passing the keyboard between the two of you every five minutes. 
Use timers to create reoccurring events within the first game that alter the game experience. This can include explicit countdown timers or implicit event timers that create events. 

Round 6 C2


Challenge 3:Work with a partner to create a sketch that investigates the one or all of the following ideas: Proximity and repulsion, Collisions that do no include projectiles, Physics acting on non player objects.

Round 6 Save the Penguins


Challenge 4:Work with two partners to create two sketches that communcate with one anther using OSC to pass information that will cause a change in the receiving sketch.

Round 6 OctoJump

Round 6 ChowdaMines


Final Project:

This is a combined challenge that spans EDPX 3100 Programming for Play and EDPX 3110 Rapid Physical Game Design and Prototyping.

Collaborative groups of 4 will be formed through a silent draft process coordinated by the game masters, Depper and Fajardo. Three “pickers” will be chosen by the game masters, after which a private selection process will occur. A period of seven calendar days will be allowed for any trades of personnel, if necessary. Trades should be seen as an exception, and not as a given. All trades must be approved by the game masters. Teams should be balanced for the skills of programming, design, and art.

The Conceptual Constraint: games created must engage either the theme of Sharing, or the theme of Wistfulness. This engagement must be expressed overtly and palpably.

The Formal Constraints: games created must employ the Kinect sensor and a large-scale projection in ways that are responsive to bodies moving in space.
Games must involve at least three (3) players.
Gameplay must be simultaneous, but may have rhythmic intervals.
Games created have to run without errors for the final presentation. 
Games must honor a 45 minute temporal envelope, inclusive of setup, gameplay, teardown, and reset of the play space.
Games must have a minimum spatial envelope of 16’ on one side x 8’ tall to accommodate the projection screen. Additional spaces can be used, whether contiguous or non-contiguous.
Games must be programmed for 2D, or 2.5D spatial projection.
Games should be programmed to employ the Unity platform for gameplay. They may make use of supplemental libraries and environments.

Gone Orthogonal: Meaningfully making use of both themes
Bit Shifter: Electronic wireless networking of non-contiguous spaces
Untethered Control: Meaningfully makes use of wireless controllers, or portable wireless control surfaces such as Wiimotes, PS3 controllers, Wireless XBOX360 controllers, or tablet-based controls
Hydra Mator: Ambitious projections that make use of the Matrox Triple Head (warning, this is highly unstable and should not be a mission critical deployment)
Flipping the bird: Use of Twitter Library, or other social libraries, for spectator participation for either judging or for altering the game experience (e.g. change level based on hash-tag)
Studio54: Ambient lighting shift using the DMX protocols

A penalty will be assessed for disintegration of collaborative group. Play nice, share your toys.

A penalty will be assessed for game mechanics that look or play like a known game.

A penalty will be assessed for not meeting the formal constraints.

A penalty will be assessed for not meeting the conceptual constraint.


team Untitled  



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