Experimental
©
2006 Team One: Brian Quinn, Justin
Slowik, Erin Spencer, Cory Anderson, Jessica
Janus, Ryan Shoop Instructor: Assignments Experimental
Game Design is a studio arts course focusing on the creation
of innovative workable game prototypes using a variety of multimedia
approaches, methodologies and materials. Games are analyzed as cultural
artifacts reflecting behavior, social formation, and the representation of
gender, ethnicity and identity.
Primary to this course is the formation of trans-disciplinary
collaborative teams doing groundbreaking work that spans across a variety of
genres. Alternate gaming paradigms and emerging forms and interfaces are
encouraged. Starting
with creating an archeological, socio-cultural and ethical overview of their
own history of game and toy preferences, students then create a short
individual game project followed by a short temporary team project. The final
project teams are then formulated for the remainder of the semester. The
final project, which is the main focus of the course, is a purposeful work
which shows depth and quality of ideation, innovation and interaction. The
game must be fully functional and must be accompanied by a completed,
well-articulated game design document which includes: Model Game Design Document Social
action simulation, art games, applied or serious games, indy
games, complex scenario planning, problem solving, blended reality,
educational games, abstract play, and other forms have been created in the
course. Factors in game design including flow and game play gestalt are taken
into consideration. The aesthetics of game design including character
development, level design, game play experience, and
delivery systems are developed as students create the various game
assignments. Primary to this course is the formation of interdisciplinary
collaborative teams consisting of talents from visual and sound artists,
programmers, cognitive scientists, designers, engineers, IT professionals and
others. Elements of successful collaboration are covered and camaraderie of
invention is encouraged. Course
Objectives/Outcomes: 2. Upon successful
completion of the course students will develop one or more of the following
skills: design, art making, game programming, or engineering strategies which
merge concept, process and form - encouraging approaches that are at once
inquisitive, analytical, creative, experimental and articulate. 4. Upon successful
completion of the course, students will demonstrate the ability to work
together in trans-disciplinary teams to conceptualize, design, produce and
express ideas through game or virtual environments projects. 5. Students will examine
the work of several artists, theoreticians, and institutions who engage in
game creation. Course
Assessment/Measures: Assignments: week 5. Prototype 1 Concepts Informal presentation due Feb 20
GAMEFEST Saturday, April 26 & 27 attendance is required ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: Grading: Letter
grade equivalents for the course are as follows: A=4.0,
A-=3.67, B+=3.33 B=3.0, B-= 2.67, C+= 2.33, C=2.0 C-= 1.67, D+=1.33, D=1.0, F=0.0 Participation: you are invited, encouraged, and expected to
engage in discussion, reflection and activities. Class Attendance
Policy As an enrolled student, you have made a commitment
to this class and your attendance is a significant part of that commitment.
Attendance will be taken at every class. An absence is considered excused if
the student has informed the course instructor by email or in person before the beginning of the class and
the excuse is considered reasonable by the instructor.
Adherence to deadlines is expected. It is the individual student's
responsibility to keep track of deadlines and to present the work to the
class and instructor on the specified dates. 15% per day will be subtracted
from late assignments. If you are concerned about your creative
trajectory or your grade at any point during the semester, please do not
hesitate to contact your Instructor and schedule an appointment. Academic Honesty: Statement On
Academic Integrity Class Specific Collaboration and discussion about class projects
is actively encouraged, and is in no way considered cheating. This is a
studio course, and personal ownership of information is not deemed to be
appropriate. Original game design, art and design, programming and production
are required. Projects are expected to reflect personal endeavor, but may also be collaborative in nature when the nature of
the collaboration is clearly indicated. Academic Integrity Student-teacher relationships are built on trust.
For example, students must trust that teachers have made appropriate
decisions about the structure and content of the courses they teach, and
teachers must trust that the assignments that students turn in are their own.
Acts, which violate this trust, undermine the educational process. The
Rensselaer Handbook of Student Rights and Responsibilities defines various
forms of Academic Dishonesty and you should make yourself familiar with
these. In this class, all assignments that are turned in for a grade must
represent the student’s own work. In cases where help was received, or
teamwork was allowed, a notation on the assignment should indicate your
collaboration. Submission of any assignment that is in violation of this
policy will result in a penalty of a grade of F given for failure in the
course and also further disciplinary action as outlined in the Handbook of
Student Rights and Responsibilities. Addressing Academic Dishonesty at Rensselaer Polytechnic Institute Required Materials • An active RCS account. • Approximately 10 to 15 dvds, a 60
GB usb drive and or high capacity external hard
drive will be necessary to back up and archive your work • Other materials on a project basis • You may be making a number of digital
prints/manifestations of your work on and off campus. The costs of digital
printing vary, but be prepared to incur at least $25
in fabrication/material costs. Electronic
Communication Email: All students are expected to have an
active electronic mail account, and should check mail at least four times a week
for class information. Some essential class information is communicated by
email only. Work Habits Always back-up your work frequently; that is,
every time you make something you think is worth keeping. Systems crash
when least expected and you could lose all your work. It is a good idea to make three backu Also, please keep in mind the highly addictive
aspects of working with computers. Many people lose track of time and later
wonder why they have severe back, neck and eye problems. It is a good idea to take a rest every 15
to 20 minutes. Look up or beyond your
computer or, better still, at a long distance to relax your eyes. Take a walk or stretch. Fatigue can lead to frustration. Stay in
touch with your body's needs. Try not to harm or deface any equipment or
software in any way or lose files and folders belonging to our class or other
classes. For problems in the studio please be specific in
your email and contact: hasshelp@rpi.edu
HASS
Information Services assistance: http://www.hass.rpi.edu/pl/helpdesk
Please follow the guidelines for working in each
studio very carefully, as you will be held personally responsible for
problems you incur. At all times please keep the lab clean and sanitary. Overview of Game
Design Document: Suggested further
readings: Halter, Ed. From
Sun Tzu to Xbox: War and Video Games Huizinga, Johan. Homo Ludens: A study of the Play Element
in Culture Caillois, Roger. Man, Play, and Games Schell, Jesse. The Art of Game
Design Lenoir-Lowood.
Theaters Of War Nitsche, Michael. Video Game Spaces. Image, Play, and
Structure in 3D Worlds Adams, Ernest. Fundamentals of Game Design, Second Edition Jenkins, Henry. Complete
Freedom of Movement: Video Games as Gendered PlaySpaces Baudrillard, Jean. Passwords (There are many other evolving
relevant titles of interest. Please
ask the instructor.) |