Assignments/
Related Readings/
Research
1. Personal Game Archeology
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
html 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 the game, and why this is a
compelling game experience for you. We explore ludic (playful), parodic,
and ironic forms.
Readings:
* Your personal research. Please cite your references
in your presentation.
* Read Rules
of Play: Game Design Fundamentals
by Katie Salen and Eric Zimmerman Unit 3: PLAY pg. 298-361.
Defining Play
Games as the Play of Experience, Meaning, Pleasure
_________________________
Discussion Points/Optional
Readings:
* The Art of Computer Game Design
by Chris Crawford
http://www.vancouver.wsu.edu/fac/peabody/game-book/Coverpage.html
2. Design the scenario planning game “Yet to Come”
due Feb. 5
Working collaboratively in groups of
four, (creating a balanced team consisting of the following talents: visual
artist, programmer, sound composer, & designer)
use a process known as scenario planning
where a group of people share information and judgment to create a picture
of the future larger than any individual could produce alone.
What is scenario planning anyway?
http://www.sgzz.ch/home/links/scenplan.htm
http://edie.cprost.sfu.ca/~idea/scenarios.html
Tips for successful
collaboration:
http://www.nwrel.org/cfc/frc/collabtips1.html
Create a short game proposal plan including
sketches/sample sounds/programming elements/game play) which envisions
the future and uses strategy.
Using Ernest Adams' Design Philosophy,
construct:
the physical space,
the intellectual space,
the emotional space,
the economic space,
and the ethical space of your
game concept.
Tell a story or narrative through the use of various multimedia elements
which work together to give form to your ideas.
Consider theorist, Roger Caillois' four dimensions of games and play:
- agon (competition)
- alea (chance)
- mimicry (simulation)
- Ilinx (vertigo)
- and also a possible new element, that of repens (or sequesntially embedded
surprise)
Yet
to Come Game
Design Deliverables
High Concept Document
consisting of:
text, drawings, 3D models, paper game models, etc.
in a html or Powerpoint document.
Each person in the group must detail
their contributions.
Name of Game
who did/does what
* the premise
of the game
* intended
audience
* genre (if
any)
* unique or
distinguishing points
* target platform
* overall
storyline
Readings:
* Beyond Productivity: Information
Technology, Innovation and Creativity, ed. by William Mitchell, Alan
Inouye and Marjory Blumenthal, The National Academies Press, Wash., D.C.,
Computer Games, Cultural Challenges,
Overcoming Preconceived Notions about Computer Scientists and Artist and
Designers pg. 48-56.
www.nap.edu
* Finish reading Unit 3: PLAY pg. 363- 489 in Rules of Play
* Ernest
Adams Design Philosophy
____________________
Discussion Points/Optional
Readings:
Everything
But the Words: A Dramatic Writing Primer for Gamers, Hal Barwood http://www.gdconf.com/archives/2000/barwood.doc
Storytelling in Action, Bob Bates http://www.gdconf.com/archives/2000/bates.doc
Internationale Situationniste
*http://www2.cddc.vt.edu/situationist/si/play.html
3. Game Prototype Phase I – Storyboard develop a short story board using rough sketches and
text to communicate your formative game design deas. due Feb 12
Readings:
Rules
of Play: Game Design Fundamentals Unit 4: CULTURE, pg. 502-587.
__________________
Discussion Points/Optional
Readings:
Issues:
Violence
Games Grow Up
A Game Boy in the Cross Hairs
Beyond Shoot your Friends http://www.cpandfriends.com/writing/digital-illusion.html
More
than Just a Game, But How Close to Reality? by Amy Harmon, The New York Times, April 3, 2003
Addiction:
Addictive Technologies http://www.cpandfriends.com/writing/addictiv.html
The Addictiveness of Games, Steve Meretsky
http://news.com.com/2100-1040-867451.html
Gender:
Genderplay:Successes and Failures in Character Designs for Video games
http://www.gamegirladvance.com/archives/2003/04/16/genderplay_successes_
and_failures_in_character_designs_for_videogames.html
April 16, 2003 posting by Jane
Identity:
Aspects of the Self, in Life on the Screen by Sherrry
Turkle
Communities:
social
conditions in MMORPGs:
http://research.yale.edu/lawmeme/modules.php?name=News&file=article&sid=1222
From
Ward Childress, (EGD fall '03 student): This trend towards "massively-multiplayer"
games has opened up a new way of enjoying virtual worlds. One in which
its inhabitants can act out in ways relevant but often impossible in the
real world. It has also changed the role of the developers. No longer
can they idly sit by watching as things play themselves out. They are
the gods and governors of this world, and hold all the responsibilities
that go along with it. Edward Castronova site contains a wealth of economic
information about these fictional worlds. Just how fictional is a game
that has an exchange rate with dollars? His page is at: http://business.fullerton.edu/ecastronova/
By Feb 19 read the following and consider how the following work together:
human factors, sociology, psychology, anthropology, design aesthetics,
graphics
& delivery systems: (web, computer, arcade, innovative concepts)
Readings:
Rules
of Play: Game Design Fundamentals Unit 1: CORE CONCEPTS,
pg. 29-105.
____________________
Discussion Points/Optional
Readings:
Csikszentmihali,
M., Flow: the Psychology of Optimal Experience. New York: Harper Perennial,
1991.
Inherent in the escape from reality are factors that are akin
to Mihaly Csikszentmihalyi’s concepts of flow experience where the
following occur: 1) a challenging activity that requires skills, 2) the
merging of action and awareness, 3) clear goals and feedback, 4) concentration
on the task at hand, 5) the paradox of control, 6) the loss of self consciousness
and 7) the transformation of time.
see also see "Communication
and Community in Digital Entertainment Services" prestudy research
report by Aki Jarvinen, Satu Helio and Frans Mayra, University of Tampere,
Hypermedia Laboratory pg.20-26.
http://tampub.uta.fi/tup/951-44-5432-4.pdf
Dynamics
for Designers
Will Wright (EA/Maxis)
http://www.gdconf.com/archives/2003/Wright_Will.ppt
Great Game Graphics...who cares? http://www.joystick101.org/story/2003/4/11/195033/314
Eric Zimmerman http://www.ericzimmerman.com/digpages/digmain.html
Carl Goodman http://meet-the-makers.com/web/1/guests.asp?c=ammi
Patterns http://www.gamedesignpatterns.org
Developing Wireless Games http://www.gdconf.com/archives/2003/1
Bringing 3D Gaming to
Cell Phones by Neil Trevett
http://www.gdconf.com/archives/2003/1
Advanced Techniques in
creating Tile-Based Graphics for Game Boy Advance
Karthik Bala (RPI alum) and Steve Derrick (Vicarious Visions)
http://www.gdconf.com/archives/2003/1
4. Dynamic Game Study
due Feb
26
Design a short interactive game based
on your previously designed (and perfected) story board in your preferred
application/authoring system (i.e. Flash, Director, VRML, Open GL, C++, Active Script, html, xml, open
source, game mod, etc.)
Readings:
Rules
of Play: Game Design Fundamentals Unit 2: RULES, pg. 231-245.
____________________
Discussion Points/Optional
Readings:
The Construction of Experience: Interface as Content
by David Rokeby http://homepage.mac.com/davidrokeby/experience.html
The Art and Science of Level Design
by Cliff Bleszinski
http://www.cliffyb.com/art-sci-ld.html
5. (Optional for extra credit or instead of short study #4)
Avatar, Synthespian Design and Issues of Synthetic
Characters
due Feb
26
Design a character in 3D and inhabit
it with human motion.
____________________
Discussion Points/Optional
Readings:
The Semiotics of Virtuality: Mapping the Posthuman & Prologue in How
We Became Posthuman: Virtual Bodies in Cybernetics, Literature and Infomatics
by N. Katherine Hayles
“Perfect Model: Gorgeous, No Complaints”…..,
“Do Androids Long for Mom?”
Game Character Creation Paul Douglas, Toby Gard http://www.gdconf.com/archives/2000/gard.doc
Building Character by Toby Gard http://www.indiana.edu/~teleweb/T451/character.html
***Midterm Project: **** due March 1
Game Prototype Phase II – further
development incorporating critical feedback including treatment, narrative,
story board, research with artist statement and at least 5 citations of
games/web sites/readings/literature/films that have influenced you.
(conceptual geography, maps, scenarios, trainers, strategies, symbolism,
scoring, rules, etc.)
For
further research see:
Game Developers conference Proceedings:
http://www.gdconf.com/archives/2003/
The following will be very helpful
as a guide:
gamedesigndocument.htm
Game Prototype Phase III – polishing and refinement of content, methodology, delivery system, game
design document Due March
22
Readings:
VideoGame
Art: Remixing, Reworking and Other Interventions by
Grethe Mitchell & Andy Clarke DIGRA proceedings "Level Up",
University of Utrecht, The Netherlands
Phase IV- Final Project Pre-Reviews due April
5
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, social responsibility, and quality of interaction.
The game must be functional, or at the very least demonstrate some dynamic
game play with a high end trailer illustrating the core game play concepts,
and it must be accompanied by a completed, (web ready, stand alone) game
design document and a well designed poster.
see: gamedesigndocument.htm
Phase V- Final Completed Game Project due April 19
submission
day for your two cds containing all your work from the semester for final
grading purposes
- CD # 1: your perfected
game and your game design document in html
format with all relevant files
in a folder labeled: (your name), final project
- CD #2: all perfected short studies in a folder labeled (your name),
short studies
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