Saturday, August 07, 2004

game design class

we had a great assignment yesterday in my intro to game design class. it was to design a game for Pamela Anderson. Based on the intellectual (stretching the meaning of that word a little bit)property of Pamela Anderson, as it were.

it was a good assignment because it's real-world experience. Sometimes you have to work on things you don't like. it was based on an actual event. My teacher had to submit proposals for actual Pamela Anderson games to his company when she (the actress in question) was shopping around for something to spend money on. She thought a game might be cool. She eventually ended up going with Stan Lee's production company to make an animation called Stripperella. i haven't seen it, as i don't have cable and can't watch Spike, the station for men. cheez. Anyway, it might be cool. i gotta think she made the right choice, especially based on the concepts my teacher said they submitted to her.

Pamela Anderson Racing? What a horrible idea.

i hope my instructor doesn't read this.

Anyway, the class split into two groups, and we hashed out game proposals given the constraints of one year to release and low budget. The other team had a really cool concept of a sort of Hollywood RPG, where you come to the big city as a nobody and try to make it as an actress. Winning an Oscar was the goal. It had a real cynical edge to it- you could get parts by sleeping with producers and you had to choose your clothes carefully to keep people interested in you and your fame meter up. They didn't really seem to have an idea of what the gameplay itself would consist of.

i'll tell you what our team did next time. i have to shut down this machine because the printer is going wonky. thing's got a mind of its own. fucking haunted printer.

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