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1 | Dawg Pile Design Jam Scoring Rubric | Team Name: | |||||||||||||||||||||||
2 | Broadly, scoring will be broken into 4 categories. There will be an award for each scoring category, as well as an overall winner. The categories are: | Total Score | |||||||||||||||||||||||
3 | 1. Gameplay - 45% (Is it fun? Are the objectives satisfying? Does it meet the prompt?) | ||||||||||||||||||||||||
4 | 3. Aesthetics - 25% (Does the art fit the theme? Can we imagine what it would look like out of the box? How well did the team utilize their digital artist? ) | 0 | /100 | ||||||||||||||||||||||
5 | 2. Mechanics - 20% (Are the mechanics innovative? Do the mechanics enhance or hinder gameplay? Do they feel thematic?) | ||||||||||||||||||||||||
6 | 4. Rulebook - 10% (Is the rulebook both complete and logically consistent? Is it easy to consume?) | ||||||||||||||||||||||||
7 | Category | Criteria | Score | ||||||||||||||||||||||
8 | Gameplay | Fun Factor | Meets Prompt | Clear Goals | Interactivity | Theme | /45 | ||||||||||||||||||
9 | 0-10: The gameplay is slow, unintuitive, or otherwise unenjoyable. | 0-4: This game does little to address the design prompt. | 0-2: The objective of the game is unclear or highly unthematic. | 0-2: Players have little agency over the result of the game, or are otherwise not acting for long stretches of time. | 0-2: The theme of this game is incoherent or otherwise uncreative | ||||||||||||||||||||
10 | 11-15: The gameplay is coherent, moderately paced, and has some enjoyable moments throughout. | 5-7: This game moderately addresses the design prompt | 3-4: The objective of the game is clear and somewhat thematic. | 3-4: Players have moderate agency, and are actively engaged through most of the game. | 3-4: The theme is coherent and creative, but not strongly tied to gameplay | ||||||||||||||||||||
11 | 16-20: The gameplay is fun and well-paced. There are very few dull moments for all players. | 8-10: This game is strongly and creatively tied to the design prompt | 5: The objective of the game is clear and tied strongly to the themes of the game. | 5: Players stay engaged and feel a sense of agency throughout the entire game | 5: The theme is coherent, creative, and strongly tied to gameplay | ||||||||||||||||||||
12 | /20 | /10 | /5 | /5 | /5 | ||||||||||||||||||||
13 | Aesthetics | Look | Theme | Completeness* | Components | Collaboration | /25 | ||||||||||||||||||
14 | *We are NOT looking for a 100% polished ready-to-box game, but rather a holistic "completeness" to the aesthetic design - a clear art direction | ||||||||||||||||||||||||
15 | 0-4: The visual design is unpleasant or uninspiring | 0-1: The visual assets are weakly connected to the theme of the game | 0-1: The aesthetics are not immersive or otherwise incomplete | 0-1: The components (board, pieces, cards, box, etc.) detract from the gameplay and overall aesthetic of the game | 0-1: The team had poor communication and/or time management with their digital artist | ||||||||||||||||||||
16 | 5-7: The visual design is somewhat attractive and original | 2-3: The visual assets are somehat connected to the theme of the game | 2-3: The aesthetics are somewhat immersive and it is easy to imagine what the game would look like out of the box | 2-3: The components do not interfere with or somewhat enhance gameplay and the overall aesthetic of the game | 2: The team worked moderately well with their digital artist and made somewhat efficient use of their bandwidth | ||||||||||||||||||||
17 | 8-10: The visual design is highly attractive and original | 4: The visual assets naturally align with and enhance the theme of the game | 4: The aesthetics are very immersive and complete. There is a rich and clear character to the game, and it's clear what the game would look like out of the box. | 4: The components are highly polished and strongly enhance gameplay and overall aesthetic | 3: The team's digital artist was highly involved in the design outlook of the game. There was great communication and efficient utilization. | ||||||||||||||||||||
18 | /10 | /4 | /4 | /4 | /3 | ||||||||||||||||||||
19 | Mechanics | Fresh Factor | Coherence | Intuitiveness | Flavor | /20 | |||||||||||||||||||
20 | 0-2: The mechanics are uninspired, boring, or highly derivitive | 0-2: The mechanics are ill-defined, many inconsistencies or ambiguities discovered during gameplay | 0-2: The mechanics are unwieldy, clunky, or highly unintuitive in relation to the theme and goals of the game. | 0-2: The mechanics detract from or do not relate to the "flavor" of the game | |||||||||||||||||||||
21 | 3-4: The mechanics are somehat innovative and exciting | 3-4: The mechanics are moderately well defined, few inconsistencies or ambiguities discovered during gameplay. | 3-4: The mechanics are moderately intuitive and clearly related to the theme and goals of the game. | 3-4: The mechanics somewhat enhance and relate to the "flavor" of the game | |||||||||||||||||||||
22 | 5: The mechanics are highly original, exciting, and innovative | 5: The mechanics are well-defined with no inconsistencies or ambiguities discovered during gameplay. | 5: The mechanics are highly intuitive and richly woven with the theme and goal of the game. | 5: The mechanics highly enhance and align with the "flavor" of the game. | |||||||||||||||||||||
23 | /5 | /5 | /5 | /5 | |||||||||||||||||||||
24 | Rulebook | Completeness | Consumability | Layout | /10 | ||||||||||||||||||||
25 | 0-1: The rulebook contains many ambiguities or is otherwise incomplete. | 0-1: The rulebook uses obtuse language and/or unclear diagrams. Difficult to consume. | 0-1: The rulebook does not present the theme and mechanics of the game in a logical order. | ||||||||||||||||||||||
26 | 2-3: The rulebook contains few ambiguities and is a complete rules set | 2: The rulebook uses simple and clear language, relevant diagrams, and is somewhat easy to consume. | 2: The rulebook presents the theme and mechanics of the game in a logical order and provides diagrams or example scenarios as needed. | ||||||||||||||||||||||
27 | 4: The rulebook is clear, complete, and unambiguous | 3: The rulebook is designed in a way that makes the flow of play clear and intuitive. It is a joy to consume | 3: The rulebook is rich and intuitive, combining visual assests with rules text in a way that greatly improves the reader's understanding of the game's theme and mechanics. | ||||||||||||||||||||||
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