Experimentation
- In the 1st stages create separately.
- Everyone Propose 2 Ideas per category.
- Compare the Characters/Settings/Endings.
- Look for Synergy & paradoxes.
- Match converging Ideas, to keep as many of them as possible.
- Keep each stage short to maintain Focus.
- 15-20′ should be enough.
- Invite all team mates to integrate their interest in the Game/Story.
- Nothing is Permanent, Everything has to be Clear.
- Highlight the Definitive Idea, keep the other ideas on the side.
- For following Chapters/Scenes
- For following Stories/Games
- Uninterrupted speech
- How to speak & listen?
- 2′ of speech per person
- 5″ of pause between each person
- Uninterrupted speech accomplishes 3 purposes:
- Managing Excitement
- Managing Reluctance
- Managing Apprehensions
Accountability
- Feedback.
- Free expression requires power balance.
- It requires Focus & Honesty.
- The project is a collective responsibility.
- Information retention will inhibit the Project development.
- Are open-ended questions effective?
- Open-ended questions force you to be more creative.
- Which could be a source of fear.
- Restricting choices to 2-3 options creates more fluid dialogues.
- Every choice/problem is biased by a topic.
- Using this bias to catalyze Progression enhances Collaboration.
- Effectiveness entices every team member to participate more in the early stages.
- As the Project grows, after 10 days, more flexibility will allow it to properly bloom.
- Lead.
- If you are a team of 4 each of you should be in charge of 1 of the key aspects of the project : Story, Graphics, Audio, Gameplay.
- Switch Roles after every project.
- If you were in charge of Graphics for this project go for Audio.
- Establish a cycle of rotation, Story, then Graphics, then Audio, then Gameplay.
- This way everyone has the lead in everything
- This allows you to develop both Polyvalence & Empathy.
- Main Goal.
- Each team member establishes a Goal at the beginning of the project.
- Inviduation – Create a Character/Environment/Story/Archetype which will be used as an avatar.
- Sustainability – Create a template for future Stories/Games.
- Productivity – Produce twice the number of songs.
- Persistence – Re-draw the same character/environment up to 27 times.
- Skill – Learn a skill that’s not required on the actual project.
Characters
- Everyone creates 2 Characters.
- The remaining Characters are elaborated collectively.
- Draw the Characters.
- Give them 1-liners.
- Whistle/Sing them a theme.
- What is the Character’s name?
- What are her Goals?
- What are her core Behaviors traits?
- Does she have any Habits or Quirks?
- Why do you want to impersonate this Character?
- Why do you want someone else to play this Character?
- Test Dialogues will make you grow faster.
- What are the Character’s Reactions?
- Crisis
- Comfort
- How does the Impersonation goes?
- Speak in Character’s words
- Imitate the Character’s manerism
- Interactions & Relationships
- How are Characters related to each other?
- Ask for character’s stories.
- Contrast creates Consistency.
- Consistency creates Cohesion.
- Characters complete each others.
- Team members work in synergy.
- Let people interact.
- Let them commit to a smaller project inside the Story.
- Interaction with 2ndary characters
- Interaction with characters from other stories
Setting
- Everyone creates 2 Settings.
- The remaining Settings are elaborated collectively.
- Draw the Environment/Setting.
- Associate them a saying or a quote.
- Whistle/Sing them a theme.
- Designing the Setting
- Why are we here?
- Why do we stay here?
- Why will we quit this place?
- How would you decorate this place?
- What would you take off this place as a souvenir?
- Draw a Map of the setting.
- Make a Board out of it.
- Define the different subspaces the Characters can access.
- Create Cards for Actions & Interactions.
- Do you need Dices & Coins?
- Do you need other accessories?
- Imagine 3 Situations to test your Project.
- 1 Offensive/Competitive Interaction
- 1 Peaceful/Collaborative Interaction
- 1 Ambiguous Game
Story & Gameplay
- Everyone creates 2 Endings.
- Everyone creates 2 Introductions.
- The other Chapters are elaborated collectively.
- Everyone creates up to 2 Core Rules.
- The other Rules are elaborated collectively.
- Summarize the Story in 1 Phrase.
- Draw the Story.
- Whistle/Sing her a theme.
- Exaggeration & Surprises
- Try the Unusual situation.
- Try the Reverse situation.
- Try the Regular situation, but remove a Critical component.
- Look for 3 different Alternatives in every situation.
- What are the Choices available?
- What are the Outcomes?
Timeline & Execution
- What is your Timeline?
- In weeks?
- Months?
- Years?
- If it is your 1st project 2 to 4 weeks is an adapted period to organize your timeline.
- Lesser would be too short for your team to designing & executing the project.
- More than a month would leave too much time to design the 1st version, hindering the execution process.
- Daily Habits
- If you are going for 4 weeks, You’ll need 30’/day.
- If you are going for 3 weeks, You’ll need 45’/day.
- If you are going for 2 weeks, You’ll need 60’/day.
- You could spread this amount of time equally between the 3 types of daily activities.
- However, you’ll probably spend more time on Story & Core Rules during the 1st few days.
- This way you’ll have more time for Graphics & Audio on the go.
- A more flexible timeline would be more adapted, as the following.
- Story & Gameplay
- Core Rules, 10′, 1/4 time
- Accessories, 15′, 1/4 time
- Test, 10′, 1/2 time
- Story Map, 20′, 1-2 days
- Chapters 1-6, 15′, 1/2 of remaining time
- Chapters 7-10, 10′, 1/2 of remaining time
- Graphics & Models
- Protagonists/Antagonists, 10′, 1/3 time
- 2ndary Characters, 15′, 1/3 time
- Scenes, 10′, 1/3 time
- Music & Audio
- Character, 5′, 1/2 time
- Setting/Scene Theme, 10′, 1/2 time
- Give yourself some Extra Time.
- If you even are Busy at a critical juncture of the Project, delay your presence to another moment.
- If you need to work on the Project off of scheduled time, pick a referent member who will coordinate this extra time.
- Change the referent member for every new Project.
- If you require off-time, limit it to less than a 1/8 of the Project timeline.