Archeology and analysis of personal
gaming preferences from: a. childhood and b. today as an
adult. Related Readings: due Sept 9 Optional
Extra Credit Readings: ____________________________________________________________________________ 2. FPS /
Virtual Violence Paradigm Challenge Design Blitz Playable Prototype Game EMPAC as Level Design Study: We
will be using EMPAC as an inspiration for design of this study.. We will embark upon a
new experimental study using the entire EMPAC building as a specific site for
a new kind of interactive experience. The EMPAC site will become various
“levels” which will be physically and/or virtually played. We will work with
interdisciplinary teams of students from Experimental Game Design class to
design and then play-test the concept of using a space as theme or location
or inspiration for a short study project. You game can be either physical or
digital or combinations of both, but it must create new types of experiences
beyond existing paradigms or use parody of fps. Game design blitz :
going beyond fps and virtual violence: can it be done? What could be as, or more compelling as killing or being killed? Teams
create new types of experiences or use parody of fps. Working collaboratively in groups,
(ideally creating a balanced team consisting of the following talents: visual
artist, programmer, sound composer & designer, manager) create a game
design sketch and playable prototype for the future which is just as, or more
challenging and engaging than the typical fps game. Envision the future of
game simulation using the fps interface in new ways or going beyond the fps
paradigm. Start by researching your own
experience. Which games or activities you have found as compelling. Explore
innovative games and, using a process known as scenario planning,
share your information and judgment with your fellow teammates to create a
picture of the future game which is larger than any individual could produce
alone. Keep in mind the work of artists and
ideas discussed in class in addition to your readings and personal
experience. Create a short game plan proposal, including a short game design
document with samples of elements: (i.e. art, sketches, concept treatments,
how the game will be engineered, time line, and sample sounds/programming
elements/samplette game play). 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. Deliverables: Related Readings:
due Sept 16 ____________________________________________________________________________ 3. Final Project: Experimental
Game Trajectory: Related Readings: reaction papers due Sept 30 Rough outline of game design document
( see: gamedesigndocument.htm) you will build on this framework over the
course of the semester as your refine and reiterate your game. ____________________________________________________________________________ 4. Phase
I
Proposal & Formal Group Presentation ____________________________________________________________________________ 5. Phase
II
Reiteration Reality check on scope of
project, semester schedule for everyone in the group including individual
responsibilities and deadlines, more refined game design document, research
with artist statement including treatment, narrative, more refined story
board, and at least 5 citations of games/ websites/readings/ literature/
films that have influenced you. ____________________________________________________________________________ 6. Phase
III Game Prototype & Formal Group Presentation Definitive schedule for entire
project which will be used for milestones for further project development,
continuation of incorporating critical feedback, game
play,
polishing and refinement of content, methodology, delivery system, and game
design document ____________________________________________________________________________ Hooking up assets to game, further
development of game play ____________________________________________________________________________ ____________________________________________________________________________ 8. Phase
V Refinement Refinement for pre-review and three
week trajectory for individual team work with assistance in class. ____________________________________________________________________________ 9. Phase
VI Further Refinement & Formal Group Presentation Formal
presentation of group work to date which incorporates suggested improvements
from individual critique. Additionally fully updated and
perfected game design document is printed and formally handed in. ____________________________________________________________________________ Project
work and informal critiques on group game which further reflects project
progress and testing.
____________________________________________________________________________
Intensive
critical analysis of game development, game play, interaction, hardware
testing, detailed plan for installing game and gear at Game Festival ____________________________________________________________________________ 12.
Phase IX- Perfected Game Festival-Ready Games Formal Group Presentation Complete
and refine all work on final projects for * Your game
and all elements including all art, programming files, etc. * Your game design
document in .html format with all relevant files * Your poster file * Your project
summary in .doc format with summation image * high quality edited
.mov of game play Also submit: *
Printed posters *
Printed project summary *
also if applicable: User Evaluation Testing Summary and Recommendations Please ensure that
all work is spell checked. All
work must be printed and also submitted on labeled CDs or DVDs Your work will then be considered for
presentation at the annual Game Festival & Symposium which is usually
held in mid to late April. ____________________________________________________________________________ |