Experimental
Game Design


ARTS 4510
section 01 & section 02 undergraduate level
ARTS 6400 section 01 graduate level

Spring 2014 Wednesdays  2 - 5:50PM
VAST Studio, Sage 2411
4 Credits

Prerequisites: Part of GSAS Core (or by permission of instructor)



from Zineth created in EGD,  Winner 2013 Independent Games Festival Student Showcase

©2012 Arcane Kids - Tom Astle, Jacob Knipfing, Russell Honor, Tom Lanciani, Evan Gonzalez, Dan Spaulding, and Sylvia Forrest

Instructor:
Kathleen Ruiz
Associate Professor of Integrated Arts
email: ruiz@rpi.edu  
phone: 518-276-2539
office: West Hall 314c
office hours: Thursdays 1 to 3 pm by appointment
(please use sign up board on office door WH 314c or via email)


Experimental Game Design is an upper level hands-on studio and seminar focusing on the creation of large scale workable game projects and prototypes that advance innovative paradigms, emerging forms and dynamic interfaces. Primary to the course is the formation of trans-disciplinary collaborative teams whose
members learn by making and experimenting. Students present their work in a series of formal and informal critiques that help to guide and expand their iterative process. Games are analyzed as cultural artifacts reflecting behavior, social formation, and the representation of gender, ethnicity and identity.

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Starting with creating an archeological, socio-cultural and ethical overview of their own history of game and toy preferences, students then create a short project in a temporary team. These short projects are posed as real world problems that broadly seek applied or indy games genre solutions.

 

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. It is student driven in subject, design and development. The game must be fully functional and be accompanied by a completed, detailed game design document using the format: 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 inventive 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 interaction design, character development, level design, game play experience, and delivery systems are developed as students create the various game assignments. Interdisciplinary collaborative teams consisting of talents from visual and sound artists, programmers, cognitive science, designers, engineers, IT professionals and others. Elements of successful collaboration are covered and camaraderie of invention is encouraged.

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Required Events

Drop Box Information
Details

Course Topics

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Course Objectives/Outcomes:
Upon successful completion of the course:

1.  students will have the ability to explore new approaches to the concepts of “game,” “play”, and “simulation” and start to define alternate paradigms and expressive forms as demonstrated in the individual and team based projects

2. 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

3.
students will be able to create an archeological, socio-cultural and ethical overview of their own history of game and toy preferences

4. students will demonstrate the ability to work together in trans-disciplinary teams to conceptualize, design, produce and express ideas through game or simulation projects

5. students will become more articulate in the work of artists, theorists, and institutions who engage in game creation

6. students will demonstrate their process, code, art, design and experiments in a detailed game design document, summation overview, poster and short video game trailer 

7. students will successfully articulate informed ideas relating to the representation of gender, race, and behavior in games and simulations and an increased awareness of games as cultural and aesthetic artifacts as demonstrated in class discussions and critiques and in short written reaction papers to relevant readings and events

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Course Assessment/Measures:  Assignments:

week 1. Personal Game Archeology & Analysis  5 points
due Jan 22

Archeology and analysis of personal gaming preferences from:
a. childhood and
b. today as an adult.
Research and present a short power point or web presentation and demonstration of your favorite game/toy as a child and why it was your favorite, and your favorite game/toy as an adult and why. Include a brief history of the origins of each game, and why this is/was a compelling game experience for you. Thoughtfully research and consider the socio-political context of the game/toy you have chosen and its use. Include references in your presentation—web links, documentation.

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Indy IAT Project Pangaea Mobile Game Temporary Team Based Project, in 3 parts

Project description: Working collaboratively in temporary teams, (ideally creating a balanced team consisting of the following talents: visual artist, programmer, engineer, sound composer & designer, manager) you will do in-depth research into existing relevant mobile/hand held and locative games, projects and apps. After meeting with the client, your team will then design, create and produce an original workable game prototype for Project Pangaea and the parameters of the IAT International Appalachian Trail Project for client review and possible (paid) inclusion into the IAT Project for further development. Each person in the group must detail their contributions throughout the process.

week 2. Project Pangaea Part 1: Preliminary Research 5 points
due Jan 29

Research and present at least 5 references to locative, mobile or hand held games or apps that you find particularly exciting, innovative or relevant

Readings: due Jan 29
* your personal research
* IAT International Appalachian Trail Project handout parameters

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week 3. Project Pangaea Part 2: 5 points
Full Market Research Presentation on Relevant Existing Mobile Games/Apps and Technology 
and  
Idea Sketches

due Feb 5


Full Market Research Presentation: create a short power point or web presentation of your team’s research on mobile, hand held, and locative games that includes existing trail hiking/biking, art, environmental, educational, social media games, or commercial  games that could be relevant to Project Pangaea. This presentation should cover your team’s explorations into the technical, philosophical and theoretical aspects of mobile game design, development, production and distribution and what your team sees as potential areas of development. Give references and links.  Do your market research to see what is already out there, then create your own original ideas.

Deliverables:
* power point or html research presentation

and


Preliminary Sketches of Original Game Designs: After researching, discussing and understanding the history of Pangaea and the IAT (International Appalachian Trail) and using your own experience and previous research on what games/toys were engaging to you from the Game Archeology & Analysis study, temporary teams create an original game based on the parameters of Project Pangaea and the International Appalachian Trail to excite and engage people to get out and experience the trail, the countries, the people, nature, international travel and relations, fresh air, good health, food and drink, and life beyond the computer. This could be an educational game, an environment game, a cartography game, a puzzle game, a geocaching game (finding hidden things in the woods, or on the trial), a commercial game, a social media game, a tween or teen game, a college age game, young 20’s, 30’s, young family game older person’s game, etc. (Original ideas are more important than polished graphics and optimized code for this part of the study.)


Deliverables:
drop in drop box and also print out the following:
* concept ideas and sketches of your team’s ideas
* storyboards explaining and illustrating the project your team has in mind
* initial prototypes
* Fill in  the Game Structure template
* Answers to the following questions:
~ Why create this game? Why would someone want to play it?
~ Immediate and Long Term Projected SocioCultural Project Impact?
~ Predecessor or previous games/ distinctive factors in this genre?
~ Target Audience?
~ What is the game?
~ Where does the game take place?
~ What do the players do?
~ How many characters are there, if any?
~ What is the main focus?
~ What is different?
~ List of technical information and methodologies of production: any necessary hardware, software, SDKs, and APIs, etc. needed.

Readings: due Feb 5
* your research readings and

* http://civictripod.com/ The Civic Tripod for Mobile and Games: Activism, Art and Learning Released in IJLM Volume 3 :: Issue 3 / MIT Press
* Experimental gameplay project - How to Prototype a Game in Under 7 Days
*create a short, one paragraph, printed reaction paper to each of the above

Optional, but interesting, info on revenues from indy mobile apps:
http://gizmodo.com/5667845/the-trainyard-story-or-how-to-make-a-smash-hit-iphone-app
http://thegamebakers.com/money-and-the-app-store-a-few-figures-that-might-help-an-indie-developer.html
http://www.gamasutra.com/blogs/DavidGalindo/20130306/187977/
http://www.pixelprospector.com/the-big-list-of-game-revenue-sales/


Optional Extra Credit Readings for Masters and Ph.D. Students:
*
Homo Ludens: A study of the Play Element in Culture by Johan Huizinga
* Man, Play, and Games by Roger Caillois

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week 4. Project Pangaea Part 3: Workable Game Prototypes  5
points

due Feb 12
formal presentation of your teams’ project and client review
Prototypes or games in an embryonic state, something between a developed idea and a full game. Think of them as short studies or experiments. They should be playable or, at the very least, the mechanics should be evident. You can choose any tools and techniques you find most adequate to develop your ideas. You can create a video trailer to demonstrate your ideas if making a working prototype is beyond the scope of the timeframe here.

Deliverables:
* workable game (or app) prototype relating to the parameters presented in the
IAT International Appalachian Trail Project
* powerpoint or web presentation of the team’s research and ideas that also answers the following questions:
~ Why create this game? Why would someone want to play it?
~ Immediate and Long Term Projected Socio-cultural Project Impact?
~ Predecessor or previous games/ distinctive factors in this genre?
~ Target Audience?
~ What is the game?
~ Where does the game take place?
~ What do the players do?
~ How many characters are there, if any?
~ What is the main focus?
~ What is different?
~ List of technical information and methodologies of production: any necessary hardware, software, SDKs, and APIs, etc. needed.

Readings: due Feb 12
* your research readings and

* On the Edge of the Magic Circle Understanding Role-Playing and Pervasive Games, pages 101 to 137 by MARKUS MONTOLA
*create a short, one paragraph, printed reaction paper to each of the above

Optional Extra Credit Readings for Masters and Ph.D. Students:
* Learning to Play or Playing to Learn - A Critical Account of the Models of Communication Informing Educational Research on Computer Gameplay by Hans Christian Arnseth

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Final Project Experimental Game Trajectory
working with permanent teams from this point out
~ alternating weeks of informal and formal reviews
(formal reviews will be presented by the team members in a formal power
point or web presentation in class)

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week 5. 1st Prototype  Final Project Concepts  Informal presentation 
6.6  points

Deliverables: drop in drop box and also print out the following:
First ideas about your final project game
These are all ITERATIVE and will be changed and perfected as your ideas unfold.
* rough concept ideas and sketches of your team’s ideas
* rough storyboards explaining and illustrating the project your team has in mind
* rough initial prototypes
* Fill in the Game Structure template
* Answers to the following questions:
~ Why create this game? Why would someone want to play it?
~ Immediate and Long Term Projected SocioCultural Project Impact?
~ Predecessor or previous games/ distinctive factors in this genre?
~ Target Audience?
~ What is the game?
~ Where does the game take place?
~ How many characters are there, if any?
~ What is the main focus?
~ What is different?
~ List of technical information and methodologies of production: any necessary hardware, software, SDKs, and APIs, etc. needed.
* Answer Ernest Adams Game Design Philosophy Questions:
  - What dreams does the game fulfill?
  - What is the player going to do?
  - What are the physical, intellectual, emotional, economic and ethical spaces of the game world?



Please remember that your completed game project is an innovative, original, purposeful work which goes beyond conventional style gaming paradigms and shows depth of creative goals, sensitivity to social issues, and quality of interaction. The game must be fully functional.

Additionally the final project must be accompanied by an iterative, completed, (web ready, standalone) game design document and a well-designed poster, project overview sheet and promotional game trailer.

See samples:
Nova Radix:
Game Design Document
Game Overview Sheet
Game

Readings: due Feb 19
* your research readings
* Play as Design by Brenda Laurel Play as Design by Eric Zimmerman
*create a short, one page, printed reaction paper to
each of the above

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week 6 Phase I Proposal  Final Project  Formal Group Presentation  6.6  points
due Feb 26
team meetings with Game Industry Experts

Deliverables:
rethink and refine your project based on your resonation of the feedback your team received in class previously:
* concept ideas and sketches
* storyboards
* GAME DESIGN DOCUMENT TEMPLATE with blocked out time frame of production, a schedule and an outline of individual responsibilities and deadlines
* Game Structure template
* list of technical information and methodologies of production: any necessary software, SDKs, and APIs, etc. needed.
* produce new work and progress on your game assets including design, art, programming, etc.


Readings:  due Feb 26
* From Sun Tzu to Xbox: War and Video Games by Ed Halter
* Baudrillard and Hollywood: subverting the mechanism of control and The Matrix by Jim Rovira
* The Oxymoron of Virtual Violence, J. Baudrillard
*create a short, one page, printed reaction paper to each of the above

Optional Extra Credit Readings for Masters and Ph.D. Students:
* Origins of FPS by Galloway
* Lenoir-Lowood_TheatersOfWar

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Week 7.
due March 5 Phase II Reiteration Informal presentation  6.6  points

Midterm assessments
(please upload all perfected work to drop box for evaluation)

Reality check on scope of project and  definitive schedule

Deliverables:
* gameplay experiments showing clear proof of concept and progress on your game assets
* evidence of new research and  work
* updated and refined GAME DESIGN DOCUMENT TEMPLATE that includes a game overview sheet, more refined story boards, at least 5 citations of games/ websites/readings/ literature/ films that have influenced your team’s research, a detailed schedule and outline of individual responsibilities and deadlines

Readings: due March 5
* Complete Freedom of Movement: Video Games as Gendered PlaySpaces by Henry Jenkins
*create a short, one page, printed reaction paper for the above
*create a short, one page, printed reaction paper for each

Optional Extra Credit Readings for Masters and Ph.D. Students:
* The Construction of Experience: Interface as Content David Rokeby
* The Rhetoric of Video Games by Ian Bogost
* Materials for an exploratory theory of the network society by Manuel Castells
* Delightful Identification & Persuasion: Towards an Analytical and Applied Rhetoric of Digital Games by
Steffen P. Walz

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week 8. SPRING BREAK

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week 9.
due March 19 Phase III Game Prototype Formal Group Presentation  6.6  points

Deliverables:
* evidence of progress incorporating critical feedback, polishing and refinement of content, assets, gameplay, methodology, and delivery system
* final definitive schedule for entire project which will be used as clear milestones for further project development
* your team’s progress of the above reflected in your evolving game design document including completed game overview sheet and image, refined answers to the philosophical question section
Please print and hand in prior to your team’s presentation in class

Readings: due March 19
final project research readings

Optional Extra Credit Readings for Masters and Ph.D. Students:

* A Game of One’s Own: Towards a New Gendered Poetics of Digital Space by Tracy Fullerton, Jacquelyn Ford Morie, and Celia Pearce

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week 10. Phase IV Game Content  Informal presentation  6.6 points
due March 26

Deliverables:
* evidence of refinement and progress on your team’s project in design, development, gameplay and depth of research reflected in the project and game design document

Readings: final project research readings

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week 11. Phase V Refinement  Formal Group Presentation  6.6  points
due April 2

Deliverables:

* Play Testing Plans due
* Refinement and progress on your team’s project for pre-review and three week trajectory for individual team work

Related Readings:
final project research readings

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week 12. Phase VI Further Refinement   Informal Group Presentation  6.6  points
due April 9

Yes, we will have class today, Grand Marshall Week, as Gamefest is in two weeks

Deliverables:
* Play Testing Summary results and Recommendations
* Refinement and progress on your team’s project based on critiques
* Printed Project Posters 34” x 24”

~ you can print archival prints on the Epson 9800 printer in West Hall 413 by appointment only see details and instructions at: http://www.hass.rpi.edu/pl/teaching-facilities-s17/large-format-printer-suite

or
~ on the VCC Pltg
 
Instructions for Printing your Poster at the VCC (Voorhees Computing Center) on the RCS Public Plotters:

You need to configure your computer with the proper drivers in order to print to the plotter

http://dotcio.rpi.edu/services/printing/plotting-rcs-public-plotters
and for general info: http://helpdesk.rpi.edu/update.do?catcenterkey=78
The plotter paper is 36 inches wide, but the actual content space is 34 inches. So your document should be 36 wide, but have an inch of whitespace on either side.
The minimum height is 24 inches, but I would recommend the same amount of padding there. If your poster is vertical you can of course rotate it to fit into this space for the lowest cost. File formats: .jpg or even a .png file works from a well configured computer, but to ensure success you should make a PDF. You can possibly use Photoshop and output your file as a PDF or use Illustrator (proven to work very well) (it is on the VAST lab computers if you don't have it), create a document 36" by height + 2", then use File->Place to insert your document. You can then do "Save As" and switch the file type to PDF.

If your computer is not configured you can physically take the PDF file to the VCC and open it in Acrobat (or Reader? whatever it's called these days). Switch the printer to vcpltg for glossy ($0.25 more per foot, not bad for the shiny effect). I think the checkboxes are something like:
"Automatically select paper size"
"Allow use of custom sizes"
 Select both of those and the rulers in the preview should update to be your document's size. Then you should be able to send it.

The printouts show up rolled in the racks on the right side of the VCC building, near the glass-enclosed classroom on that side. In general, they will put obviously bad printouts up without saying anything, but you can get a refund if there was a problem on their end by going to the help desk.

Print soon as other students across the campus will be vying for this printer soon.


Related Readings: final project research readings

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 week 13. Phase VII & Formal Group Presentation   6.6  points
due April 16

* Your final printed project summary in .doc format with summation image

* high quality edited high def. 1920 x 1080, H264 mp4 promotional video trailer. Please include:
 the title, credits (for all team members and their roles, and any music credits). Show an overview of the distinctive features of your project including interaction and gameplay on and off screen if desired. 2 to 4 minutes maximum should be enough time to give a person a taste of your game project and for them to want to play it.

This video will be used to judge whether your game gets into the competition so please make a good one.

* order all gear in advance for Gamefest for April 26, 2014

Related Readings: final project research readings

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week 14. Phase VIII 
due April 23  

intensive work studio in preparation for Gamefest which is April 25 & 26, 2014

Related Readings: final project research readings

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week 15.  Phase VIII      6.6 points
due April 30

second to last class  
* postmortem of Gamefest
* final refining of the game and project assets
* decompression

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week 16. Phase IX Formal Group Presentation   60 total points

LAST CLASS
 
due May 7 (last class of the semester)

All perfected work due this day.  NO EXCEPTIONS


Please ensure that all work is spell checked

 

All work must be printed and also submitted on a labeled DVD
Please include:
*all work from the semester, all short studies, all code, art, reading reactions, event reactions

* Your game and all elements including all art, programming code, files, etc.

* Printed and digital posters
* Printed and digital Final Game Design Document
* Printed and digital project summary in .doc format with summation image
* Printed and digital final user Evaluation Testing Summary and Recommendations

* High quality edited high def. 1920 x 1080, H264 mp4 video trailer of game play. Please include your title, overview, interaction, gameplay and credits. 


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Grading:
Evaluation: Students must demonstrate satisfactory achievement of course objectives through fulfillment of course projects and by contributing to class discussions and critiques.

Short study#1.  5% = 5 points
Short study #2. 15% = in 3 parts @5points each = 15 points

Final Project 60% (incremental evaluation over 9 due dates, each 6.666% = 6.6 points each x 10= 60 points

Participation in class 10% = 10 points 

Reaction papers 10% to readings 5 and your events 3 = 8 total @ 1.25 points each = 10 points

Point to Letter grade equivalents for the course are as follows:

LETTER GRADES

PERFORMANCE DESIGNATION

POINTS

A+

EXCELLENT

90-100 points

A

85-89 points

A-

80-84 points

B+

GOOD

77-79 points

B

73-76 points

B-

70-72 points

C+

SATISFACTORY

67-69 points

C

63-66 points

C-

60-62 points

D+

MARGINAL

57-59 points

D

53-56 points

D-

50-52 points

F

UNSATISFACTORY

0-49 points

 

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.


Late Policy:
All students are required to be on time and in attendance for each and every class. Students arriving to class more than 10 minutes late may be counted as absent.  Two (2) unexcused absences will result in a reduction of one entire letter grade. 

 

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
Intellectual integrity is critical to the foundation of all academic work. Academic dishonesty, therefore, is considered a serious matter and will be addressed as such. As defined in the current Rensselaer Handbook of Student Rights and Responsibilities, examples of academic dishonesty include, but are not limited to: academic fraud, collaboration, copying, cribbing, fabrication, plagiarism, sabotage, and substitution. Additionally, attempts to commit academic dishonesty, or to assist in the commission or attempt of such an act, are also violations of the academic dishonesty policy. If found in violation of the academic dishonesty policy, students may be subject to two types of penalties. The instructor administers an academic (grade) penalty of F, and the student may also enter the Institute judicial process and be subject to such additional sanctions as: warning, probation, suspension, expulsion, and alternative actions as defined in the current Handbook of Student Rights and Responsibilities.

 

Required Materials

• An active RCS account.

• Approximately 10  to 15 dvds, or  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 backups (on different media), as storage media are sometimes unstable. Always save onto your own media or into your account as files left on hard drives will be removed.

 

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:
Title of the Game, Artist Statement/Philosophy/The WHY Factor (why create this game? why would someone want to play it?), Predecessors or previous games/ distinctive factors in this genre, Target Audience, Introduction & Story, Immediate and long term projected socio/cultural project impact, Delivery System & Requirements, Interface, User Interaction, The World Layout, Level Design, Visualization (characters, flow charts), Music/ Sound Design, Rules and Game play (Setup, Scoring (if applicable)), Program Structure, Technical Specs (such as Physics, Rendering Systems, Lighting Models), Implementation, Production Timeframe, Research, References and other Features Unique to the Project.

Background needed:
Students entering the course should have a basic general awareness of contemporary socio-cultural issues, have some exposure to interactive digital simulation, and possess the ability for personal expression using any one or combinations of the following: media applications, drawing, music composition, programming, visual art, design, narration, or engineering. Students entering this course have had varied backgrounds coming from Computer Science, Arts, Communication & Media, Cognitive Science, Engineering, IT, Management, and other areas.

Suggested further readings:

Wardrip-Fruin, Noah   and Pat Harrigan, Editors. First Person: New Media as Story, Performance and Game

Laurel, Brenda and Zimmerman, Eric, editors.  Play as Design

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 and emerging relevant titles of interest.  Please ask the instructor.)