This week, at our penultimate meeting of the semester, Jeremy hosted a discussion about elevator pitches. How do you talk to someone about a game you're working on without coming across as a complete madman?
Imagine it: You're in an elevator, when suddenly Hideo Kojima gets in! What is he doing here? It doesn't matter! Now you only have about a minute to get him to remember your game. Oh no, his floor is coming up, and you can't quite communicate why your game is so exciting! If only you'd rehearsed!
Suddenly, you realize... this isn't real! You're back in 2017, and now you have time to come up with your pitch before that once-in-a-lifetime encounter. Whew!
We also talked briefly about affordances in game design! Affordances are an important concept in UX, especially so in something as complex as a video game. There's no need to teach something which your design naturally affords!
The slides for both of these topics are here! See you next week, at our last meeting of the semester! There will be food!