test, please ignore me.
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This page contains an archive of all entries posted to GAMBIT in the GotW category. They are listed from oldest to newest. Events is the previous category. Guests is the next category. Many more can be found on the main index page or by looking through the archives.
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Please enjoy this "behind the scenes" content from the development process of our summer prototypes. For eight weeks teams of students worked together to develop these games from scratch with only some research guidelines as a starting point. We hope that by exposing our process to the public we can encourage innovation in game development and game studies for industry and academia alike. Take a look at the developer interviews, concept art, sound, design documentation, essays, commentaries, and all other content we will make available in this series. But most importantly please take a chance to go play the games. We have made them, for you.
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That Was the Game of the Week!
Well folks, that wraps up this summer edition of Game of the Week. We certainly hope that is was informative, or interesting, or insightful, or intriguing, or any other nice adjective that starts with the letter "I". If you have any questions about our games, about our lab, or about anything we do really, please don't hesitate to contact us. We want to thank you for reading, and we want to encourage you to check back to our website often! Finally, we will leave you with this great poster. This is a game I would love to see! Some Concept Team Logos
The Many Kirbies of GAMBIT
The Truth about Game Development
Nice Hat
Camaquen Dev Team Blog
Hello and welcome to the release of Camaquen, a colorful reflection on different ways for games to treat conversation as a game mechanic. We on Team ChatterBoxers are very proud of our work and hope that you find something worth listening to in it. Please run here and give it a shot! We'd like to talk a little bit about the experience of making this game, and provide some food for thought. We'll address something that went very right for us, but also a pitfall or two that we learned about. First, a positive experience for us: our team had a number of people familiar with multiple disciplines. Our artists were capable of adapting to multiple styles and techniques, our producer had a substantial amount of coding experience, our writer was also a designer, and our QA had a surprising knowledge of animation techniques. Because of this, we weren't locked into tunnel vision about the demands of our individual tasks. It's important for teams, especially small ones, to be able to meet at the edges and understand, if not the details about each others' tasks, at least the constraints that everyone else is working under. Not only does it help you make placeholder assets or help come up with good solutions to shared problems, but it also pays off when one person has to hand off work to another person. Everyone's job on a game team is really interconnected, and knowing that changing one line of text here will mean an art asset over there has to be redone helps evaluate priorities and keep bugs free. Being close keeps team members in contact and helps join the pieces together.
Of course, knowing other jobs and thinking about consequences doesn't take the place of good communications skills and procedures -- if you are willing to let tasks bleed across roles like this, it's even more important that we keep track of exactly's what being done and when. We made good use of task tracking software and daily reports in our SCRUM meetings to let each other know what was implemented when, and what pieces other team members needed to take care of. Because of this, people knew when they were being depended on, and our team ended up with a remarkably fast turn-around on most of our tasks. This in turn let us make lots of small adjustments very quickly, which helped a lot in tuning our interface and conversational models, which were key to the research goals of the project. Disagreements happen, but are less disastrous when the team communicates often.
On behalf of Team ChatterBoxers, I'd like to say thank you to the Singapore-MIT GAMBIT Game Lab staff and administration, to all of our co-workers who provided feedback, and most of all, to the players. Thanks and please enjoy Camaquen! Concept artwork from one of our artists, Fabiola Garza
Early Background Art
Equally Meticulous Story Bible
Here is the Story Bible from Camaquen. It is important to note how thoroughly detailed it is, even with information you don't directly receive from the game. More coming up soon! Meticulous Art Asset List
Here is a very meticulously maintained art asset list for Camaquen. Never underestimate the value of thorough organization. Do come back now, soon! "The Sacred Grove" Concept Music
Here is a piece of music written for Camaquen that did not make it into the game. Hans Zimmer's scores for The Lion King movie and musical (namely "Shadowland" from the musical) were definitely an inspiration, and this piece actually fell a little too heavy on the side of dramatic flare to make the final cut for the game.
Come back soon for more great stuff! Hard Times At The Sacred Grove
Sprint Spreadsheet
Emotion Icon Sketch
More Notes
Notes
Word Bubble Tests
Research Goals
Here is the text of a document from the beginning of the summer titled "Research Goals." It is interesting to see where the teams often start with these projects. July 8, 2009 Come back tomorrow for more! Test Screen Layout
Early Version of The Two Chiefs
More Little Gods
Little Gods
Two More Characters
Another Character Sketch
A Different Story
Another Sketch
Early Camaquen Sketch
Camaquen - GOTW
Well, here is our final summer installment in this little Game of the Week series we have been running. This last game is titled Camaquen. Check out the video podcast: More stuff coming up soon. Yay Team!
Final Version GDD
More Menu Concept Art
Menu Concept Art
Oops
Character 3D Model
An Early Version of the GDD
Early Gameplay Screen
Protagonist Color Comparo
An Interesting Sketch
Objects
Early Logo Concept
Yet More Character Sketches
More Character Sketches
Our Intrepid Spaceman
One More Disco Storyboard
Disco Storyboard Sketch
Early Protagonist Sketch
Early Storyboard Concepts
Early Gameplay Sketch
This Time, A Spaceman
Construction Worker
Early Character Sketch
GOTW - Abandon
So this weeks Game of the Week is a little different. For starters, it is in stunning 3D! Also, it has two full-time GAMBITeers on the team. Check out the video: Come back soon for more! One Happy Kitty
Full Color Pierre and "The Man"
A Thorough GDD
Here is the GDD for Pierre: Insanity Inspired. The team did a good job of keeping a fairly updated and thorough game design document for reference. Come back for more! Pierre and the Man
Pierre Character Sketch
Team Logo Concepts
Concept Menu Page
Stage Background Concepts
Pierre Storyboard Page
Final Cat Sketches
More Kitty Sketches
First Cat Sketches
The Walls
QA Survey
Here is a survey developed by our QA lead for one of our playtests. If you would like, you can print it out, take the survey at home, and join in the fun! Stay tuned for more stuff! Features List
Character Silhouette Sketch 2
Character Sketch Silhouettes
World Sketches
Original Storyboard
Falling Stuff
Mother Earth
Another Stage Concept
Early Stage Concept
One More Character Sketch
Chaos Sketch
More Early Character Sketches
Another Early Sketch
Early Character Sketches
Game of the Week - Pierre: Insanity Inspired
Final Dearth Concept Painting
Here is a final, beautiful piece of art from Dearth! It is from very early in production, but it is fun to imagine what other directions the game could have gone in. Such creative teams! If you have not played Dearth yet, go do so now! Check it out, it is lots of fun! Usability Milestone Screenshot
First Runnable Screenshot
Screenshot from First Playable
Another Set of Sketches
Rain God Silhouette Sketch
Main Menu Sketch
Art Style Guide
This is very interesting. Before you is an art style guide for Dearth. You may find it surprising that a team with an 8 week development cycle would take the time to create an art style guide, but in our experience, taking the time to be clear and to create useful documentation to help the team communicate is always a good idea! See you in a few. Scribbles
Some More Concept Art
Team Work Photos
GUI Sketch
Team Blog Post
Water is disappearing from the land of Dearth, and no one has the answers why. The only clue is the sightings of strange creatures, roaming through the stricken fields and forests. In desperation the people turn to Dearth's two greatest shamans, who must jointly confront the beasts and solve the crisis of the land. The Development of Dearth 'Bad AI, BAD!' The Design of Dearth
Here is a picture of our self motivated and inspired team. King of Soda, Alec (Lead Programmer) King of Pop (tribute), Nick (Designer)
Bug Study
Birds of a Different Feather
Exploding Gooball
A Very Interesting Early Sketch
Another Sketch
Dearth GDD
Here is a GDD for Dearth. It is nice to see how detailed of a document the team maintained given only an 8 week development cycle. More later today. More Concept Paintings
Another Concept Painting
Early Concept Art
Early Dearth Sketch
Game of the Week - Dearth
Here is the video podcast interview with Andrew Grant, Gambit's Technical Director and the embedded staff member for Dearth: More great Dearth stuff coming up soon. Final Outtakes
Here are some final audio outtakes from Shadow Shoppe. More failure communication.
This is the last post for this week. We hope you enjoyed looking at the behind-the-scenes content from Shadow Shoppe. If you haven't done so already, please go play the game, and we'll see you bright and early Monday, with a new video podcast, for a brand spanking new, fancy, shiny, Game of the Week! More Audio Outtakes
Here is some more audio from the recording of the failure communication in the game. We had a good time recording this stuff...
Please come back for more soon. Audio Outtakes
Here is an audio outtake from the recording of the narration for the intro cinematic to Shadow Shoppe. Great voice-acting!
More soon. Shadow Shoppe - Postmortem
Hello and welcome to the Shadow Shoppe! A major mishap has occurred in a small town: the people of that town, including the player, have somehow lost their shadows. The player is 'assigned' to be the shadow maker's assistant to help create and return the shadows to the townspeople. Initially, we wanted a multiplayer game that friends could play together but due to time constraints, we had to rule it out. In the end, the idea we liked and adhered to for Shadow Shoppe was to judge players based on their own decisions. The process of finding an art style for the project was a matter of assessing our own strengths, styles, and desires, as well as drawing on inspiration from a variety of sources. Our artists set out to establish the mysterious, Victorian-era fairy-tale feeling by drawing on ideas from movies like Howl's Moving Castle, Kiki's Delivery Service, The Triplets of Belleville, and the Nintendo DS game Professor Layton and the Curious Village. Though it was important to us that the game feel wholly it's own. In the end, it was vitally important that the art and story elements of the game come together to draw the player in to the world of Shadow Shoppe. It was clear that a large amount of our game's strength and interest originated from the pure concept itself, and so it was important to do our part to live up to the interest and mystery of that first sentence: "Once upon a time, the people of a small town lost their shadows..." Furthermore, the art style greatly influenced the music. It was our aim to evoke mixed feelings of mystery and playfulness to some extent through our game's music. The theme of Shadow Shoppe is rather specific, therefore choosing the proper genre of music for the game was very important. Our sound engineer drew inspiration from composers like, Joe Hisaishi, Michael Giacchino, Django Reinhardt, Dean Martin, Klezmatics, Nicolo Paganini and a couple more. The music also had to draw the player's attention and feeling to the concept of the game. Bottles
Some More Interesting Photos
Down Time
Daily Stand-Up Meeting
Here is a video of a stand-up meeting from near the end of the production cycle. Though it is a little tough to hear, I think it shows nicely how our "scrum-like process" works with our different teams.
See you soon for some more. Another One
Happy Shadow Box
Focus Testing Results
Here are anonymous numerical results from a Shadow Shoppe survey from a mid-project focus test. I think from looking at it you can see what some of the early concerns were for the developers. More stuff soon! More Fan Art
Menu Screen Concept Art
Shop Keeper Sketches
Shadowbox Logo Concepts
Scrum Board Photos
Shoppe Keeper Color Study
Team Photo
Hard at Work
Some Funny Shadow Shoppe Fan Art
Shadow Shoppe High Level GDD
Here is a high level GDD for Shadow Shoppe that outlines the proposed innovation and potential risks with the project. Come back soon! Shadow Shoppe Game Logo Designs
Shadow Shoppe Character Sketches
More Sketches
Shadow Shoppe Docs
Here is a game design document from Shadow Shoppe outlining proposed gameplay features: And here is a look at some departmental file size budgets for the game: Not the flashiest stuff, but all a part of the process. Come back in a little bit for some more. Beautiful Sketches
Silhoutte Study
Some Shadow Shoppe Concept Art
Shadow Shoppe Podcast
Jason Beene talking about the making of Shadow Shoppe: Concept Art-splosion
Okay, here is a bunch of cool stuff for the last post of the week. First, here is a Storyboard pdf. Storyboard v2.pdf Here is a Woosh concept environment with influence from Mononoke. And finally here is an absolutely gorgeous environment sketch. Thanks for reading this week, and see you next Monday, bright and early for a new GAME OF THE WEEK! Hard at Work/Scrum Board
More Waker Concept Art
Some Waker/Woosh Press
Some More Abstract Concept Work From Woosh
Waker Woosh Postmortem
Here is a postmortem by Sara Verrilli about the challenges and successes of the "embedded staff" role in our project workflow: Every summer, GAMBIT runs an eight week game development program for undergraduate students, primarily from Singaporean universities and polytechnics. This year about fifty interns joined us, forty of them from Singapore and the rest from local colleges and universities in the Boston area. This was the third summer for GAMBIT's program, but it changes a bit each year, and 2009 was no exception. For the first time, each team had its own audio designer, rather than sharing the efforts of a three person audio team. Secondly, three of the teams had a grad student from our CMS program join them. And, finally, each of the teams was given an embedded staff member from the GAMBIT staff. What exactly is an "embedded staff member?" Well, according to our summer planning paperwork, the embedded staff member serves as a team mentor, role model for the producer, overall team advisor, and the primary channel of feedback and criticism from the GAMBIT staff and product owners to the team. The embedded staff's job (or ES, as GAMBIT abbreviated the title) is explicitly not to run the team, provide game design, or make decisions for the team. Unless, of course, one of those things became Necessary, and what conditions constituted Necessary were heavily theorized but never actually specified. And so, with a clear mandate but fuzzy responsibilities, the summer began. What went right? • Once the prototyping and initial game concept session started rolling, I got out of the way. I wanted to join in - playing around with new game ideas is fun. However, I didn't want to overshadow the team's ideas with my own; this was their game. Instead, I listened in on their prototypes, and tried to use my comments and questions to keep the team on track for their project goals. For example, how do you use a rhythm game to express displacement, velocity and acceleration? Graphically? When they couldn't answer that question, it was time to try an alternate approach. • Demonstrating the development processes GAMBIT expected the team to use - and then giving the team time to use them, mis-use them, and finally get them working, in their own unique style. GAMBIT required the teams to use several agile development principles borrowed from Scrum - among them, the idea of a product owner, a task board, and daily stand ups. However, with only eight weeks of development and a group of inexperienced developers, GAMBIT also provided a schedule of development goals. So we were using elements of agile production on a waterfall schedule. I built the Scrum task board for them, and helped them define their tasks for the first milestone; I led the first couple of daily stand ups. By the middle of the program, it felt like the task board was useless, as team members frequently announced they'd worked on something completely different, and the task board stood unedited for days until the producer prompted the team to sort and re-arrange. Finally, for the last sprint, something clicked. The team members understood what needed to happen, divvied up the remaining tasks, prioritized them, and tasks flew across the board. I could actually tell where the team was on the project by looking at the board, and then looking at the game, as opposed to talking to each of the team members. It was also during those two weeks that the game really came together, as a good looking, fun to play game. • Being there to channel the product owner, on the research goals and the specific tasks the product owner asked us to work on. Our product owner was very busy this summer, and while he met with us at the end of every milestone to review the game and give us feedback, he wasn't there for the day to day decisions. All too often, the team would be staring at two seemingly gargantuan tasks, both Necessary to the Well Being of the Project, and clearly both desired by our product owner. By checking our notes, and making sure that the producer and I got clearly prioritized requests during the review meetings, I was able to remind the team which task to tackle first - even if that meant the other task fell off the table, and rolled away. I was also able to reassure them that, yes, the team wasn't going to get everything done it had hoped for, and that was okay also. What we needed to do, instead, was insure that we got the most important tasks completed, and that those completed features worked together to make a good game. During any development period, especially a short one, there is only so much work that can get done. Experienced teams regularly over estimate their ability to accomplish tasks; inexperienced teams are even worse at it. Keeping priorities clear - and, more importantly, the product owner/client's priorities clear - means that at least the tasks that get dropped are the least important ones. What could I have done better? • Scoping the project - keeping it a manageable size. Before the students arrived, I knew what our research proposal was, and what our product owner wanted from the team. I was worried about the density of initial design challenges - three concept graphs, two alternate games, and a high quality narrative, but the team had an extra artist and a grad student to play utility infielder, so it seemed achievable. Then the product owner - after the team decided on a platform style game - asked for procedural levels. At the same time, thea bstract version of the game went from 'no story and no story specific art' to a version with a unique set of art and audio assets, including its own avatar. Alarm bells went off in my head, but the team wanted to do it all, so I let them try. I should have stepped up and said no procedural levels, and greatly minimized the abstract version's unique assets. Instead, we ended up chasing a procedural levels solution for about two weeks, while the artists did another round of concepting for abstract assets. Reality did set in, and the only remaining sign of procedural levels is the random placement of obstacles in medium and hard levels. The acceleration levels were also cut, because we just couldn't figure out how to accelerate the player on our small screen. • Art asset scheduling - I waited too long to talk to the artists about getting art into game. The team of three artists developed elaborate plans for the visual look of the game... and then they kept developing them. With two full games to provide assets for, the team didn't have time to dally - but they did. They generated a set of placeholder assets for the game, so level creation and testing could go on, and then stalled on delivering production assets. Five weeks into the project, with three weeks to go and only one or two production assets in the game, the producer and I revised the art asset list, lined up estimates, and started counting hours. The artists, confronted with their list of desired assets and a very short time frame, buckled down and assets finally appeared. While we had three artists - generous for a summer project! - one of the artists ended up devoted almost entirely to Woosh, and another spent hours converting art from bitmap to vector to go into game. Final art didn't come into the game until the week before ship, and we were still adding new assets during gold certification. Because of that, there are several elements, especially in the story version, Waker, that are less polished than they could be. The team used polish time for final asset creation, rather than polish, and it shows in the level art, the game menus, avatar animations, and the player controls. My goal for the summer was twofold: one, make sure our client, the product owner, got a successful, useful project. (He did: he told us so!) Secondly, I wanted everyone on the team to learn as much as possible about working on a team, especially when working with people whose skills are different from their own. I wanted them to learn how to make a game by stretching their own skills, and if possible, learn from their teammates about the other disciplines on the team. Finally, I wanted them to make mistakes and recognize them, recover from them, and gain the confidence to make yet more mistakes, and find solutions to them as well. In the end I tried to serve the team as the voice of experience, demonstrating successful techniques, giving advice when asked (and, sometimes, before being asked) and warning them about potential complications they might not expect. What I really didn't want to do was stop them from making the mistakes they would learn from - and therefore learning from them. We - as a team - certainly made lots of mistakes, but the games - Waker and Woosh - speak for themselves. Overall, I think that by serving as ES I helped the students learn; I certainly learned more about how to teach, and next summer I intend to do a better job. Check back today for more content on Waker and Woosh Woosh Ball Concept Sheet
Beautiful Prototype Screen
Alternate Waker Main Menu Screens
Orientation Photos: Part Deux
Orientation Photos
As an orientation exercise, we had the teams go off with a still camera to make a live action storyboard recreation of any popular video game franchise. Here is the Poof teams offering. I will post the photos in two installments, revealing the intended game franchise in the second post. See if you can guess which one they chose! Come back soon! Some Poof Team Photos
Beautiful Environment Concepts
This is Hilarious
I have not actually seen him protecting the lab, then again, he is a master of stealth.
Come back soon or we will karate chop you. Waker Environment Concept Art
Poof Team Picture
A Few "Bad" Postmortem Slides
A Few "Good" Postmortem Slides
More Woosh Concept Art
Some thoughts from a Product Owner
Waker and Woosh had research provided by MIT's Education Arcade. The product owner's for the game were Scot Osterweil, Lan Xuan Le, Eric Klopfer, and Tim Marsh. Here is what Tim had to say after seeing the final version of the game: Waker is a puzzle-based game wrapped in a narrative about a child's broken dream. Gameplay is thought-provoking, stimulating and fun but also creates a pleasant level of frustration that encourages the player - from beginner to experienced gamer - to continue playing to figure out how to build pathways and journey through levels of the dream world. Waker's artwork and music are equally compelling. The beautifully graded color and the simple, almost minimalist and somewhat stylized abstract background artwork is pleasing to the eye and peaceful to look at, and instead of competing for your attention, complements features and mechanics associated with gameplay and narrative. The subtle and uplifting music is reminiscent of contemporary art house film scores with repeating loops and rhythms creating another dimension that helps keep you in the game. In summary, the blend of the gameplay, artwork and music is a winning formula that draws the player in and encourages them to continue to play. But the ingenious twist is that Waker is a game for learning - to help learn about velocity and acceleration associated with topics in physics. The beauty of this game is that you wouldn't know it was a game for learning unless someone told you. See you in a few. Early Character Sketch
Someone Else's Thoughts
Mike Darga wrote a fantastic blog post about Waker, and we were very excited for his feedback and that he took the time to analyze our game. We asked if Mike would be interested in writing a little paragraph about Waker for our "Game of the Week" spectacular and this is what he offered: Game developers are constantly trying to convince ourselves that game design is an art, and so far this has done nothing but waste a lot of time and energy. It's refreshing to see a group of people treat game design as a science, and evaluating their games in such an objective manner. I hope Waker/Woosh inspire more people to analyze games, which will help us to better define which elements are and aren't important, successful, and fun. Thanks for the words Mike, and please everyone hop over to his blog, Mike Darga's Game Design Blog, to read some more interesting stuff. Also, check back soon for more awesomeness. Rock, Paper, Shotgun, Waker, Woosh
Rock, Paper, Shotgun wrote a while back a nice little article about Waker and Woosh. Highlights for us included:
Abstract isn't that abstract. The ability for us to force our lives - our narratives - into inanimate objects, especially when we're in control, is an interesting facet about humanity (Cross-ref: The Companion Cube - though that has a lot of narativist tricks forced on it to tart it up). In other words, as an experiment, conceptually flawed. As a game, both are pretty sweet. It is a great article, followed by a nice (and funny) comment conversation. Can't say we agree with everything, all the same, we are really excited that people are talking about these games. Check it out. Then come back for more GOTW stuff tomorrow. Woosh Concept Art
More Crayon
Waker Woosh GDD
Here is a game design document (GDD) for Waker and Woosh. It is interesting to read through the document in between play sessions to see how it compares and contrasts to the final playable prototype. Click the link to download the full .pdf. Have you been checking in regularly to see all the exciting content? |




