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Pippin Barr edited this page Feb 26, 2018 · 7 revisions

Sound Prototype Playtesting Free-For-All!

Playtesting instructions

Set up

  • Developers (aka students): Set up your prototype so it's ready to play (either as a build or in the editor with maximised display set to on). If you don't have a prototype here, you're a playtester.
  • Playtesters: Our visitors are our priority playtesters, find a station and sit there. Any remaining stations should be filled by class students, visiting teachers, Pippin, etc.
  • Developers: If you have a playtester, remain at your station with them

Playtest!

  • We have one hour for playtesting and feedback
  • Testing process:
    • Developer: explain anything necessary to the playtester being able to play, then let them play in peace unless they ask for assistance, observe their play and take notes (you can use this in your journal!)
    • Playtester: play the game and think about it, especially in terms of its approach to sound
  • Feedback process:
    • Developer: when the tester has finished, explain to them what you were trying to do with the game
    • Playtester: tell the developer specific things you appreciated about the prototype and ask them questions about their approach to the design and sound. Try to avoid telling them what you would have done differently unless they ask you about it.
    • Developer: ask the playtester any questions you have based on your observations and their feedback, take notes!

Next game!

  • Developers: if your station is free, keep an eye out for a playtester who is available
  • Playtesters: if you're available, stand up from your current station and look for a free station for your next testing session

3D Objects...

... as place

Post-Apocalyptic Abramovic Method Games

Independence, Missouri

  • Places can be abstract
  • A retelling of a playing of The Oregon Trail
  • Particularly interested in the reification of user-interface elements

See also: Walden, Firewatch, What Remains of Edith Finch, Everybody's Gone to the Rapture, walking simulators in general, ...

... as architecture

v r 1

See also: BPOS, every Assassin's Creed game, Antichamber, Manifold Garden, Kairo, ...

... and existentialism

The Stolen Art Gallery

  • A response to The Museum of Stolen Art
  • The idea of virtual spaces as utopian remediators/re-presenters of information/art/experience

v r 2

  • Donald Judd's 100 Untitled works in mill aluminum at the Chinati Foundation in Marfa, Texas (each of the 100 Untitled works has identical exterior dimensions, but varies within that - very procedural, computational, aesthetics through exhausting a possibility space)
  • Gregor Schneider's ideas around hidden elements of a space, the psychic properties of such hidden elements (walls in front of walls, stones hidden inside walls, a room that if you enter it will shut you in forever)
  • Putting this in conversation with Unity engine's catalog of possible entities (GameObject menu)

See also: Getting Over It With Bennett Foddy, ...

... as art

v r 3

  • Formal continuation of v r 2, "same" space
  • In response to CART 415 student project by Matthew Grey-Noble from Fall 2016
  • A focus on assets, specifically Unity's Simple Water and Unity Asset Store Water
  • Technology as aesthetic, foregrounding the incidental, natural technology, the value of imaginary water, properties of virtual water

See also: The Zium Museum, Oikospiel, ...

... as technology

Tanks!?

  • A horror show of a project, somewhat fuelled these days by envy of your work
  • Built on top of Unity's Tanks! Tutorial
  • Unity games as points in a "Unity parameter space"
  • The idea of traversing this space to see the seams, alternatives
  • Huge problem of showing traversal in human-readable form (we've talked about this already)
  • Fragility/robustness of play, showing the order of design through entropy
  • HELP ME!

See also: else Heart.Break(), Scale, ...

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