# 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 -