Experimental
Game Design
ARTS 4510 sections 01 & 02
4 Credits
Fall 2012
Wednesdays 2 - 5:50PM
VAST Studio, Sage 2411
Prerequisites: Part of GSAS Core (see Elizabeth Large largee@rpi.edu
or permission of
instructor)

from Zineth created in EGD Spring 2012
©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 1:30 to 3:30 by appointment
(please use sign up board on office door WH 314c)
Student
Mentor:
Dan Spaulding:
email: spauld2@rpi.edu
Assignments
Required
Events
Drop
Box Information
Details
Course Topics
EMAC Thesis Students: A
B
C
Tools
Conferences and Groups
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.
Factors
in game design including flow, game theory, 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
covered as students create various game assignments. Alternate gaming
paradigms such as first person actor type games, social dynamics simulation,
complex scenario planning, non-violent problem solving, blended reality,
abstract play, and emerging forms are encouraged.
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.
________________________________________________________
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 functional and must be accompanied by a completed,
well-articulated game design document which includes: Model Game Design Document
Course
Objectives/Outcomes:
1. Upon successful completion of the course students will have the ability to
explore new approaches to the concept of “game” & “play” and start to
define alternate paradigms within this emerging expressive form as
demonstrated in the individual and team based Indy Game short study project.
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.
3. Upon successful completion of the course students
will be able to create an archeological, socio-cultural and ethical overview
of their own history of game and toy preferences.
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.
6. Upon successful completion of the course students will have experience in
creating a detailed game design document, summation overview, and
poster.
7. Upon successful completion of the course students will have the ability to
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.
Course
Assessment/Measures: Assignments:
please see assignments website for more detail
1. Personal Game Archeology
& Analysis due Aug 29
2. Indy Game #1 Individual due Sept 5
Readings:
due Sept 5
*
Play as Design
by Brenda Laurel Play as Design by Eric Zimmerman
* Ernest Adams Design Philosophy
* Experimental gameplay project - How to Prototype a
Game in Under 7 Days
*create
a short, one page, printed reaction paper to each of the above
Readings: due Sept 12
* 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:
* Homo Ludens: A study of
the Play Element in Culture by Johan Huizinga
* Man, Play, and Games by Roger Caillois
3. &
4. Indy Game #2 Team Based due
Sept 19
Readings: due Sept 19
* Lenoir-Lowood_TheatersOfWar
*create
a short, one page, printed reaction paper for the above
Optional Extra Credit Readings for
Masters and Ph.D. Students:
*
Origins of FPS by Galloway
FINAL
PROJECT TRAJECTORY from here on:
5. Final Project: Experimental
Game Trajectory: working with permanent teams
due Sept 26: Prototype 1
Concepts Informal presentation
Readings: reaction papers
due Oct 3
* Complete Freedom of Movement: Video Games as
Gendered PlaySpaces by Henry Jenkins
*create
a short, one page, printed reaction paper
6.
Phase I Proposal & Formal Group
Presentation due Oct 3
Readings: reaction papers due Oct 10
* Adams and Rollings The
Level Design Process
*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
*Everything But the Words: A
Dramatic Writing Primer for Gamers
by Hal Barwood
* Storytelling in Action by Bob Bates
7. Phase II Reiteration Informal
presentation due Oct 10
Midterm assessments
Readings: Related
final project research readings in the history, theory, ethics, philosophy, practice,
and technical research as determined by your team and the instructor. Please
list all research readings in your evolving game design document.
8. Phase III Game Prototype
& Formal Group Presentation due Oct 17
9. Phase IV Game Content & Informal team meetings with Game
Industry Experts due Oct 24
10. Phase V Refinement & Formal
Group Presentation due Oct 31
11. Phase VI Further Refinement
& Informal Group Presentation due Nov 7
12. Phase VII & Formal
Group Presentation due Nov 14
13. OFF for THANKSGIVING
14. Phase VIII Project
Pre-Reviews & Informal Group Presentation due Nov 28 (second to last class)
15. Phase IX Perfected Game
Festival-Ready Games, Formal Group Presentation due Dec 5 LAST
CLASS All perfected work due this day.
NO EXCEPTIONS.
Grading:
Evaluation:
Students must
demonstrate satisfactory achievement of course objectives through fulfillment
of course projects and by contributing to class discussions and critiques.
15% Short studies
(5% each x 3)
65% Final Project
with Final Game Design Document: incremental evaluation over 10 due dates,
each 6.5%
10% Participation
in class
10% reaction papers
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 actively 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 phone, 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 during office
hours.
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 images/game designs are required except where indicated
otherwise. 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
• 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 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
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 after each use.
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, or narration. Students entering this course
have had varied backgrounds coming from Arts, Communication & Media,
Computer Science, Cognitive Science, Engineering, IT and other areas.
Technical Skills Covered:
Concept development and storyboarding, game design, art, elements of
interactivity, multimedia game play experience, and delivery systems.
Suggested further
readings:
Wardrip-Fruin, Noah
and Pat Harrigan, Editors. First Person: New Media as Story,
Performance and Game http://mitpress.mit.edu/catalog/item/default.asp?ttype=2&tid=9908
Laurel, Brenda and Zimmermanm, 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
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.)
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