Game Development Reference
In-Depth Information
to be publishers would now be graded. As you can see in the syllabus, the guild
pitches of their concepts, were worth a good chunk of XP. While points were
based on the first draft of the concept documents, and not on students
'
ability to
pitch their ideas, guest comments were directed at everything. Our two Final
Bosses were Jesse Schell, professor at Carnegie-Mellon
s Entertainment Tech-
nology Center and CEO of Schell Games (and, as you will remember, the guy
that gave the talk that led to this topic), and Chris Foster, Design Director at
Harmonix and Lead Designer for Beatles: Rock Band . This was a great success,
and a Q&A panel with our guests later that afternoon was standing room only.
As of this writing, a video of the wide-ranging session can be found at www.hass.
rpi.edu/pl/hass-events/games-speakers-jesse-schell-chris-foster .
'
So, while maintaining the format of previous multiplayer classrooms, I explored
a number of new ideas for
“
Introduction to Game Design.
�
Let
'
sgoupto
Level 8, and you will see how they turned out.
Here are the real-world terms in this chapter that map directly to game terms.
Table 7.1 Terminology Map
Designer
Mage
Writer
Ranger
Programmer
Warrior
Artist
Healer
Student Aid
Buff
Ongoing Class-related Issues Being Addressed
Expansion Packs
Hints on Improving Presentations
Raid Strategies
Industry Guests
Final Bosses
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