Design Jam
This workshop was focused on moving past trite, overdone concepts and realising just how cheap and easy ideas are, execution being key. We were each given a little prompt on paper, to which we had to flesh out in ten minutes into a game, underlining our audience, the platform its on, how its played and its unique selling point. This was actually much harder than I thought, as whilst you'll be wanting to elucidate core mechanics and controls you're also wanting to think of what platform this could fit into and audience, all in ten minutes- it was a fun challenge!My prompts were Macho Dinosaur Showdown, which obviously became a 2D fighting tablet game, aimed at kids, that had T Rex tussle Anklosaurus; my other prompt was Sofa Treasure Hunter, in which you obviously used a mystical item bought off Ebay to delve deep into the fathomless depths of your couch, finding change to upgrade said item and finding treasure to fill up your broom cupboard, and ultimately win your father's approval.
Ideas were easy to stumble upon and these prompts could also lead to other games, Sofa Treasure Hunter could just as easily be a game in which you travel the world, selling sofas of enrapture to customers plain and mystical (Cthulhu could well have a thing for jaunty animal print) earning money to build up your own sweet pad.
Already, I can see these games being made and working in my head, but I'll drum up far more ideas to start whittling down using prompt generators to create the game I want for this project. More soon!
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