This thesis project is an examination of two key disciplines in the field of interactive entertainment: video game design; and video game production. With mobile games on the rise, both Android and iOS are seeing their proprietary digital distribution platforms flooded with games. Developers of casual games target mobile devices because they have simpler controls, increasing the number of potential in-app purchases. Developers of independent games target mobile devices because they are the most popular game console, meaning more eyes might see their title. The primary objective of Smile Medicine is to overcome a design constraint: bring accessible gameplay and novel experiences together without in-app purchases. The secondary objective of Smile Medicine is to overcome a production constraint: get it made on time. The primary goal is met by developing a narrative adventure game for iOS devices, using the Unity Engine. The second objective is met by prototyping, planning, and scoping a complete project pipeline following what I describe as the playful approach. My proposed production philosophy is the central component of the project, and is primarily informed by the Cerny Method (AIAS, 2012) and the Concentric Development (Lemarchand, 2020) processes. This paper will discuss the basis for my production method and its synthesis and application of Richard Lemarchand’s and Mark Cerny’s frameworks, provide an early game design document, and close with a postpartum reflection.
|Commitee:||Fullerton, Tracy, Schyman, Garry, Nashak, Robert, Pagliarulo, Emil|
|School:||University of Southern California|
|School Location:||United States -- California|
|Source:||MAI 81/10(E), Masters Abstracts International|
|Subjects:||Design, Multimedia Communications|
|Keywords:||Agile scrum, Cerny Method, Concentric development, Interactive media, Video game design, Video game production|
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