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Dawg Pile Design Jam Scoring RubricTeam Name:
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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
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1. Gameplay - 45% (Is it fun? Are the objectives satisfying? Does it meet the prompt?)
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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
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2. Mechanics - 20% (Are the mechanics innovative? Do the mechanics enhance or hinder gameplay? Do they feel thematic?)
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4. Rulebook - 10% (Is the rulebook both complete and logically consistent? Is it easy to consume?)
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CategoryCriteriaScore
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GameplayFun FactorMeets PromptClear GoalsInteractivityTheme/45
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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
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11-15: The gameplay is coherent, moderately paced, and has some enjoyable moments throughout.5-7: This game moderately addresses the design prompt3-4: 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
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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 prompt5: 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 game5: The theme is coherent, creative, and strongly tied to gameplay
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/20/10/5/5/5
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AestheticsLookThemeCompleteness*ComponentsCollaboration/25
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*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
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0-4: The visual design is unpleasant or uninspiring0-1: The visual assets are weakly connected to the theme of the game0-1: The aesthetics are not immersive or otherwise incomplete0-1: The components (board, pieces, cards, box, etc.) detract from the gameplay and overall aesthetic of the game0-1: The team had poor communication and/or time management with their digital artist
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5-7: The visual design is somewhat attractive and original2-3: The visual assets are somehat connected to the theme of the game2-3: The aesthetics are somewhat immersive and it is easy to imagine what the game would look like out of the box2-3: The components do not interfere with or somewhat enhance gameplay and the overall aesthetic of the game2: The team worked moderately well with their digital artist and made somewhat efficient use of their bandwidth
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8-10: The visual design is highly attractive and original4: The visual assets naturally align with and enhance the theme of the game4: 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 aesthetic3: The team's digital artist was highly involved in the design outlook of the game. There was great communication and efficient utilization.
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/10/4/4/4/3
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MechanicsFresh FactorCoherenceIntuitivenessFlavor/20
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0-2: The mechanics are uninspired, boring, or highly derivitive0-2: The mechanics are ill-defined, many inconsistencies or ambiguities discovered during gameplay0-2: 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
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3-4: The mechanics are somehat innovative and exciting3-4: 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
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5: The mechanics are highly original, exciting, and innovative5: 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.
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/5/5/5/5
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RulebookCompletenessConsumabilityLayout/10
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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.
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2-3: The rulebook contains few ambiguities and is a complete rules set2: 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.
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4: The rulebook is clear, complete, and unambiguous3: The rulebook is designed in a way that makes the flow of play clear and intuitive. It is a joy to consume3: 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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/4/3/3
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