# 20240208 english189vg station brainstorming
## messy notes
things to think about
* how many experiences should students have
* how many sations are mandatory and how are many are optional
* staffing
to dos
* finding basic resources on overviews of the game development process, and the game industry
* these are great to have available for folks to check out, this will help us design the thing
chris - 3d stuff
think about integrating processed media - on the green screen they get to be inside a video game? connect to AI/stable diffusion?
unity or unreal thing with making yourself as a video game character
having a couple of cool moonshot ideas connected to JS course or other course
we can also find some readings to associate with the stations
* venues from the schell book as connected to game controllers (moving forward or leanig back, etc.)
### mk slacks
* the vision is a series of stations where they encounter all of the elements of the game design process/system as outlined, for instance, in Unity's documentation on video game design
* so, for instance
- a station on modeling
- a station on texturing
- a station on inspector-based manipulation of a Unity scene
- a station on code-base manipulation of a Unity scene
- at least one station devoted to AI (maybe for the 3d end or maybe for realistic NPC dialogue generation say)
- arts and crafts stations on story structure/trees/forking-systems
- a station devoted to input devices
- all the assets
- sound effects
- music
- 3d models of characters
- rigging for characters
- animations for characters
- other 3d assets
- textures and materials
- forking/tree/looping/conditional story structures
- database backends for stories
- database backends for tracking user moves
- coding (in Unity, or for web)
- 2d assets
- paper prototyping
- ai
- for texturing
- for npc character generation
- for character-look generation
- for story generation
- input devices
- grab all the game controllers we find and have them out there
- phone
- ipad
- computer
- occulus
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