Instructor: Wiley Wiggins, MFA
Schedule: Mon & Wed, 3:30–5:00 PM (DFA 3.218)
Mode: In-Person
Office Hours: Fridays by appointment
Email: [REDACTED]
Discord: For discussion and questions. Use Canvas for grading/deadline concerns.
A rapid prototyping studio course focused on iterative game design. Students will create 9 short prototypes across the semester, responding to weekly constraints inspired by game jams (e.g. “gardening,” “one-button”). This is not an intro course: prior experience in a game engine like Unity is required.
Students will develop:
Monday: Playtesting & new theme introduction
Wednesday: Discussion and studio work
Over the course of the semester, you will develop one playable game prototype nearly every week, culminating in a total of 8 or 9 unique prototypes. In the final phase of the course, you will select one of these prototypes to refine and document as your last project. This comprehensive assignment structure encompasses all your submitted assessments.
.zip
file named Project [#] [Last Name(s)]
Grading happens during three Threshold weeks. You’ll choose your best prototype from each 3-week cycle for detailed evaluation.
Week | Assessment | Weight |
---|---|---|
5 | Threshold #1 (Best of Weeks 2–4) | 30% |
8 | Threshold #2 (Best of Weeks 5–7) | 30% |
12 | Threshold #3 (Best of Weeks 8–10) | 30% |
15 | Final Project (Refined prototype) | 10% |
Note: Weekly submission is required even if a project isn’t selected for grading. One assignment may be skipped without penalty.
Each assessed project is graded on:
1. Concept (40 pts) – Clear, engaging, and meaningful idea
2. Functionality (40 pts) – Playable, testable, and polished prototype
3. Style (20 pts) – Distinctive aesthetic, sound, feel, or tone
Weekly themes are kept secret until Monday to prevent early work. They can be aesthetic, conceptual, or mechanical in nature.
Course materials are provided in multiple formats (text, video, captions). Deadlines are fixed but some may be skipped, no timed tests. Let us know about any additional accommodations you may need.
Full list of tools, engines, and tutorials remains available in the original syllabus [Resources] section.
In addition to the three threshold assessments and the final project, a portion of the final grade will be based on regular submissions:
Assessment Date | Assessment Type | Percent of Final Grade |
---|---|---|
Weekly Submissions | Submission Consistency | * see note |
End of Week 5 | Threshold #1 – Best 1 of 3 | 30% |
End of Week 8 | Threshold #2 – Best 1 of 3 | 30% |
End of Week 12 | Threshold #3 – Best 1 of 3 | 30% |
End of Week 15 | Refine and document 1 game | 10% |
* 1 free missed assgn., -5 points for next missed assgn., -10 points for subsequent missed assgns.
Grade | Range |
---|---|
A | 94-100 |
A- | 90-93 |
B+ | 87-89 |
B | 84-86 |
B- | 80-83 |
C+ | 77-79 |
C | 74-76 |
C- | 70-73 |
D+ | 67-69 |
D | 64-66 |
D- | 60-63 |
F | 0-60 |
Grade | Description | Points Range |
---|---|---|
High Distinction | Core concept is clear to the player and is provocative and/or exciting | 32.1 to 40 pts |
Distinction | Core concept is clear to the player | 30.1 to 32 pts |
Credit | Core concept is unremarkable and/or could be better communicated | 24.1 to 30 pts |
Pass | Core concept is noticeably derivative and/or poorly formulated | 20.1 to 24 pts |
Fail | is not clear to the player; the very idea behind the game needs work |
Grade | Description | Points Range |
---|---|---|
High Distinction | Prototype plays like a demo that could actually be released | 32.1 to 40 pts |
Distinction | Prototype is playable and clearly proves or disproves its experiment | 30.1 to 32 pts |
Credit | Prototype is mostly playable but more work was needed to convincingly prove or disprove its experiment | 27.1 to 30 pts |
Pass | Prototype demonstrates lack of effort; execution is messy; bugs make it too difficult to try the concept | 20.1 to 27 pts |
Fail | Little or no progress was made on project; prototype is not very playable | 20 pts |
Grade | Description | Points Range |
---|---|---|
High Distinction | Prototype is memorable in its look, sound, feel, read, or play, showcasing a honed and unique creative identity | 18.1 to 20 pts |
Distinction | Prototype shows efforts toward a unique style, but could benefit from further refinement to make it more memorable | 16.1 to 18 pts |
Credit | Prototype has a discernible style, but lacks uniqueness or memorability | 14.1 to 16 pts |
Pass | Prototype’s style is underdeveloped or inconsistent, detracting from its memorability | 10.1 to 14 pts |
Fail | Prototype lacks a distinctive style or fails to present any coherent aesthetic or creative identity | 10 pts |
Week | Date (Monday) | Date (Wednesday) | Monday Session | Wednesday Session |
---|---|---|---|---|
1 | Jan 16 | Jan 18 | No Class (Holiday) | Class Overview |
2 | Jan 22 | Jan 24 | Project 1 Announcement | Studio work on Project 1 |
3 | Jan 29 | Jan 31 | Project 1 demonstrations & Project 2 announced | Studio work on Project 2 |
4 | Feb 05 | Feb 07 | Project 2 demonstrations & Project 3 announced | Studio work on Project 3 |
5 | Feb 12 | Feb 14 | Project 3 demonstrations & Project 4 announced | Studio work on Project 4 |
6 | Feb 19 | Feb 21 | Project 4 demonstrations & Project 5 announced | Studio work on Project 5 |
7 | Feb 26 | Feb 28 | Project 5 demonstrations & Project 6 announced | Studio work on Project 6 |
8 | Mar 04 | Mar 06 | Project 6 demonstrations & Project 7 announced | Studio work on Project 7 |
9 | Mar 11 | Mar 13 | - (Spring Break) | - (Spring Break) |
10 | Mar 18 | Mar 20 | Project 7 demonstrations & Project 8 announced | Studio work on Project 8 |
11 | Mar 25 | Mar 27 | Project 8 demonstrations & Project 9 announced | Studio work on Project 9 |
12 | Apr 01 | Apr 03 | Project 9 demonstrations & Final Project announced | Begin Final Project Work |
13 | Apr 08 | Apr 10 | Guest Speaker | - |
14 | Apr 15 | Apr 17 | Final Project Work | - |
15 | Apr 22 | Apr 24 | Final Project Work | End-of-Semester Showcase |
Final Project Submission due Apr 28, 11:59 PM | - |
Note: This schedule is subject to change based on the progress and needs of the class.
Reminder: Content-heavy game ideas (lots of text, art, animation, level design) aren’t ideal for this course. Choose tools wisely and don’t shy away from exploring new ones! A successful minimal prototype can always be expanded later.
(Remember to give credit when asked! Appropriate conscientiously.)
Remember: The goal is to test a game idea quickly and simply. Select tools that align with your current skill level and the project’s requirements. Innovation and exploration are encouraged! Got a favorite tool? Share it on our Class Discord!