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Video for Lecture 21 (Guest Lecture: Blizzard Entertainment) is not available.
Session 1: Introduction; Guest Pablo Suarez (Red Cross/Red Crescent Climate Center); Game Engines; Meaningful Decisions in Games
Session 2: Project 1; Brainstorming and Low-Fidelity Prototyping
Session 3: Revision Control; Game Engines; Vision Statement
Session 4: Project 2 Intro; Project 2 Elevator Pitches; Digital Prototypes; Project 2 Team Choice
Session 5: Agile Software Development
Session 6: Agile Project Management
Session 7: Quality Assurance; Playtesting by Genevieve Conley (Riot Games); Focus Testing Results
Session 8: Project 2 Presentations; Project 3; Digital Prototype with User Interference
Session 9: Guest Lecture – Hidetaka “SWERY” Suehiro (Access Games)
Session 10: Project 3 Check-In; UI and Usability
Session 11: Game Development and Best Practices by Tim Cowan (EA Games)
Session 12: Project 3 Presentations; Project 4 Topics by Guest Pablo Suarez (Red Cross/Red Crescent Climate Center); Project 4 BrainstormingProject 4 Brainstorming
Session 13: Project 4 Planning and Team Formation; Serious Games
Session 14: Aesthetics
Session 15: Freedoms of Play by Scot Osterweil (MIT Game Lab); Project 4 Playtesting; Project 4 Status Report
Session 16: Team Dynamics
Session 17: Working with Artists by Luigi Guatieri
Session 18: Fiction and Narrative in Video Games
Session 19: Working with Sound Designers by Richard Ludlow and Andy Forsberg (Hexany Audio)
Session 20: Writing in Games by Heather Albano and Laura Baldwin
Session 22: Project 4 Check-in Presentations; Scope
Session 23: Project 4 Feedback; Team Discussions
Session 24: Running a Game Studio (Guest Lecture by Michael Carriere and Jenna Hoffstein)
Session 25: Getting Players to Play Your Game by Sean Baptiste (Fire Hose Games)
Session 26: Final Presentation Rehearsal
Session 27: Final Presentations