Kickoff Room Screen

Week 1 · August 27

What is a game?

Making Games in the Age of AI. By December, every one of you ships a real game that other people can play.

Scope small, finish strong.
AI is your assistant, not your author. You decide.

0–12 · Play

Watch for two things.

What's fun here?

Say it out loud the moment you notice it.

What do you actually do?

The one action you repeat over and over.

Could you make this?

Keep the question in your head. We come back to it.

12–18 · Verbs

What can you actually do in a game?

jumpcollectstackmatchhide growpushwaitchoosetalk buildsortbalanceescape deliverrepairexplore

Then:

Pick a verb. Now pick our theme. What game is that?

18–24 · What makes it fun

A game is a series of interesting decisions.

What makes a decision interesting?

You can't have both

You don't know for sure

It matters

And the other question:

Why do you stop playing a game you liked?

24–30 · Rules and feelings

You write rules. They feel a feeling.

Mechanics

The rules you write. Blocks fall, lines clear.

Dynamics

What happens when people play. You stack flat, then you panic.

Aesthetics

How it makes them feel. Tension, then relief.

Nobody programmed “tension.”

30–36 · Limits

Three famous games, defined by what they couldn’t do.

GameThe limit
PongTwo paddles.
Flappy BirdOne button.
Thomas Was AloneColored rectangles. It made people cry about rectangles.

So:

Which of these could you make?

Our first limit — and here’s what it leaves wide open:

Knights, castles, dragons, quests, kingdoms · space, robots, aliens, time travel · adventure, exploration, survival, mystery, puzzle, sports, racing, simulation · animals, nature, weather, seasons · history, invention, engineering, construction · scripture · abstract and geometric · everyday life, family, food, travel.

36–46 · Roles

Find yourself on this list.

If you’re the kind of person who…You’re already doing the work of a…
Notices when something feels off but can’t say whyDesigner
Draws constantly, in margins, on everythingArtist
Notices when people are confused or frustratedPlaytest lead
Writes stories, invents worlds, names thingsNarrative designer
Is the one who keeps the group on trackProducer
Hears when the music is wrong in a movieSound designer
Likes taking things apart to see how they workBuilder
Argues about whether a rule is fairBalance designer
Tries to break things on purposeQA
Organizes their stuff, makes lists, likes orderProducer
Can explain things so people understandAnyone — and eventually a lead
Is good at math and logic puzzlesBuilder, systems, balance

On the full industry list, fifteen roles. Two of them are programming.

36–46 · Roles

Pick one. Try it today.

RoleYou ownToday, in five minutes
DesignerWhat the game isName the core mechanic of a game we played, in one sentence
ArtistHow it looksSketch a character, or box art for a dream game
SoundHow it soundsWatch a clip muted, then with sound. Say what changed.
BuilderMaking it workName a rule this game must contain, in if/then form
ProducerKeeping it realTake a big game idea. List what you'd cut to finish by December.

You’ll try at least two roles this semester. Nobody is stuck.

46–50 · Wrap

Finish the sentence.

A game could be about __________
where you __________.