Every student is required to pitch at least one game idea to the class.

An elevator pitch is so named, because your only chance to present it may be in the elevator which you share with a stakeholder. Identify customers, uniqueness of the idea, and why this idea should be chosen. Make eye contact and speak naturally.

In Consultation, (the style to which I have been trained), when an idea has been offered to the group is not the property of the individual any more. It is the property of the group.  How the idea is dealt with has nothing to do with the person, and everything to do with the idea.

Why a game is chosen to develop depends on many factors.  Ease of implementation, expected market, originality of idea, are just a few. In class we will decide what finalists should be designed and implemented this semester.  

After pitches have been heard, and discussed, an initial survey will be taken.  Then, probably using a ranked choice method, we will reduce the ideas down to a few (probably two or three) for implementation.  

It MAY be that Williston students will be one team, and Randolph students will be another.  However, I have no problem with mixing campuses.

One possible approach to an RPG game:
(This approach can be prototyped, text only, using Inform7, to be discussed soon.)

The player controls a single game character.
Each level of the game:
Contains connected rooms and passages.
Any objects required are findable in the rooms.
Each level has something STATED that must be accomplished.
(Examples, find and fit together pieces of a puzzle,
Find the initially hidden escape from the level,
Accumulate a certain amount of experience, etc.)

The character goes through the level, until they have accomplished the goal.
Then they are allowed to enter the next level.
Each level must therefore, be designed separately.

OPTIONS:
Save progress in the game.
Add pictures.
Add music/sound effects.
Fighting
Experience

The goal is to have an RPG mini game, that allows for quicker progression, no ‘lengthy grindy’ games, no need for other players or a dungeon master, but still experience a quest/exploration type game.  Note that some elements of ‘Praise the Maze’ can easily be included.

One possible grid game:
Place shapes on grid to get rid of them
(Compare to wooduku or woodoku)
Possible sizes of grid are: 4*4, 6*6, 8*8, 9*9
(n is the square root; N is the square)
Possible sizes of shapes are 1..M, M<n

Initially, play is on a 3 by 3 board, with shapes from size 1..4.
Shapes are generated randomly as follows:
The first square is considered the base.
If there is a second square, it is placed in one of 8 directions from the first square.
For additional squares, it is placed in one of 8 directions from the first square,
HOWEVER, if a previous square is found, it is (recursively) placed adjacent to the found square.

On each turn, the generated random shape is placed on the board.
If a solid row is created, that row is cleared.
If a solid column is created, that column is cleared.

When a game is won, the opportunity is offered to make:
Size of shape larger, if size of shape less than n 
Size of board larger, if size of board is less than N.
The board is divided into sub-boards:
2 by 2 for 4*4, 6*6, 8*8, 3 by 3 for 9*9
If a sub-board is filled, that sub-board is cleared.
(Clearing a square counts as one point.)

Sample shapes on next page.
This idea is offered for consultation.
The class or group may freely modify it.
Sample shapes :
M=1
			
	O		
			
M=2
O					O					O						
	O				O				O				O	O		

																
	O				O				O			O	O			
		O			O			O								

M=3 (NOT a complete list!)
O	O			O		O		O				O				
	O				O				O	O			O			
														O		
											O					
O				O				O				O				
	O				O			O	O				O			
	O			O												
																
	O					O										
	O				O				O		O		O			
		O				O				O	 			O	O	

	O					O				O	O					
		O			O		O					O				
		O														

1-“Praise the Maze”. 
You are a person inside this maze where inside, you can collect pieces of a puzzle. This puzzle contains six pieces put in a specific order to be able to escape this maze. Once the pieces are put together, it opens a door that you can finally escape from. On the wall, where the pieces are supposed to be put, there is a cryptic message explaining where the pieces are meant to be placed, however, it isn’t telling the user how to do it. It explains what pieces do or don’t like to be next to other pieces or facing pieces. The game ends with our character leaving the maze only to find himself trapped with more puzzles to complete. I believe we need to continue with this idea because mysteries always get people thinking and having a game that gets the user thinking and searching for puzzles to the maze strengthens their brain and thinking ability. This can open ideas for more and complex puzzles as well.
2-Pick a number
My game pitch is about mathematical calculations, number of series, statistical data for which user will choose a random number based on his / her logical if he / she can guess the write number then user will be rewarded otherwise user will get a clue how he / she can get correct answer. This will enhance user’s creative thinking, ways to understand the AI generated data flow, analysis of data and many more algorithms which are highly necessary for technology or development career growth.
3-ARPG 
(for people who enjoy the game genre, but don’t have as much time to invest into it.) 
These games for those who don’t know are typically a top down game, where your character fights enemies on different increasing difficulty to increase experience, get gear with better stats, etc. There are typically only 6 skills active at a time with a spell book that unlocks your abilities as you progress your level. ARPG’s in their design are t endto be lengthy grindy games. I would be designing an ARPG that brings the same style of game play but allows for quicker progression to allow for people with less time to still have fun and experience the genre.
4-Rube Goldberg
a Rube Goldberg machine idle game, where a marble must complete a course designed by the player. the course would start with a simple track with an elevator that adds 1 to the value. different modules would change the value by different amounts, with addition, multiplication, subtraction, and division all being possible, with possibly more operators allowable as well. subtraction and division operators would be very easy to use and useful for a Rube Goldberg machine, whereas the addition and multiplication modules will be more difficult to use but will increase the value more easily. when the marble returns to its starting position, you would gain the current value of that marble, and the marble would revert its value to 1. with that money, you can buy more modules, upgrades, or more marbles.5-Chess with cards
I am proposing a game design that is a hybrid of a card and chess game. The game characters/pieces will revolve around the universe crossover idea as seen in Smash Bros but it will be using the Ultimate showdown video as a reference. Characters will be divided into levels like chess (pawns, bishops, etc) and have similar move patterns. The target audience would be from ages eight years old and up. What makes this game unique is a couple of mechanics of the game, the first is that when a pawn level character makes it to the other side of the board the player is able to draw a card from a shared deck of special cards/characters. The second is the winning conditions; unlike in chess there are no kings, so the two methods to win: being the last man standing, or drawing the Mr. Rogers character from the shared deck.
6-Starving Artist.
 It would be a top-down, survival game where you, as a homeless artist, make and sell art to stay alive. Players will have to buy paint supplies at the local store with what little money they have to produce pieces of art and attempt to sell them to passersby on the street (or go with the safer but much less rewarding option of selling to the pawn shop). Players will be timed to complete art pieces, negotiate deals on sales, and buy food to eat before the day ends. Players who go too many days without eating will starve, ending the game. The game wouldn't require too many resources to develop, as the concept and gameplay loop is fairly simple and the graphic design can be simple if need be.
7-subway quizzing
Depending on answers to questions, navigate a subway

8-(word game) Anagrams, Scrabble, hangman....
9- (card game) hearts, spades, fish, kill your neighbor....
10- (grid game) battleship, minesweeper, ....