Assignments/Due Dates
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1. Personal Game Archeology

due Jan 16

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 each game, and why this is/was a compelling game experience for you. Include references in your presentation—web links, documentation, the socio-political context of the game/toy you have chosen and its use.

Related Readings: due Jan 23
* Play as Design by Brenda Laurel Play as Design by Eric Zimmerman
****create a short, one page, printed reaction paper

* Homo Ludens: A study of the Play Element in Culture by Johan Huizinga
****create a short, one page, printed reaction paper
* Man, Play, and Games by Roger Caillois

****create a short, one page, printed reaction paper

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2. FPS / Virtual Violence Paradigm Challenge Design Blitz Playable Prototype
Due Jan 30

Related Readings: due Jan 30
* From Sun Tzu to Xbox: War and Video Games by Ed Halter
****create a short, one page, printed reaction paper
* Baudrillard and Hollywood: subverting the mechanism of control and The Matrix by Jim Rovira
****create a short, one page, printed reaction paper
* The Oxymoron of Virtual Violence, J. Baudrillard
****create a short, one page, printed reaction paper
* Lenoir-Lowood_TheatersOfWar

Game design blitz “going beyond fps and virtual violence: can it be done? What could be as compelling as killing or being killed?” Teams create new types of experiences or use parody.

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 in 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 shown in class and Waffa Bilal, visiting artist who will come to class to review the games on Feb 27th, 3:00pm to 5:50pm.

Create a short game plan proposal, including a short game design document with as many samples of elements as possible: (i.e. art, sketches, treatments, etc., 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.

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 sequentially embedded surprise)

Deliverables:

High concept document consisting of:

game design document See rough sample at: gamedesigndocument.htm
and any text, drawings, or 3D models, or paper game models, etc. in an html or PowerPoint document. Each person in the group must detail their contributions. You must include the game design document and the following:

* Name of Game
* responsibilities of each collaborator

* the premise of the game

* intended audience

* genre (if any) or genre you are trying to challenge

* unique or distinguishing points

* target platform

* game play and interface

* overall storyline if there is a story

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3. Final Project: Experimental Game Trajectory:
due Feb 6: Prototype 1 Concepts

Related Readings:  due Feb 6
* Adams and Rollings, Creating the User Experience
**create a short, one page, printed reaction paper
* Adams and Rollings The Level Design Process
**create a short, one page, printed reaction paper

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.

Include
rough concept ideas, storyboards, block out time frame of production, and obtain any necessary software, SDKs, and APIs needed. Reflect clear scope of preliminary technical information and methodologies of production needed.

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 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.

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4. Phase I Proposal & Formal Group Presentation
due Feb 13
* Complete Freedom of Movement: Video Games as Gendered PlaySpaces by Henry Jenkins
****create a short, one page, printed reaction paper

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5. Phase II Reiteration
due Feb 20

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.
(conceptual geography, maps, scenarios, trainers, strategies, symbolism, scoring, rules, etc.)


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6. Phase III Game Prototype & Formal Group Presentation
due Feb 27

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

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7. Phase IV Game Content
due March 5
Midterm assessments

Hooking up assets to game, further development of game play

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MIDTERM BREAK

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8. Phase V Refinement
due March 19

Refinement for pre-review and three week trajectory for individual team work with assistance in class.

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9. Phase VI Further Refinement & Formal Group Presentation
due March 26

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. 

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10. Phase VII Project Work

due April 2

Project work and informal critiques on group game which further reflects project progress and testing.

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11. Phase VIII Final Project Reviews & Formal Group Presentation

due April 9

Intensive critical analysis of game development, game play, interaction, hardware testing, detailed plan for installing game and gear at Game Festival

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12. Phase IX- Perfected Game Festival-Ready Games formal Group Presentation
due April 23


Also due:

* well designed game design document

* project blurb & image page

* project posters

Please ensure that all work is spell checked.

All work must be printed and also submitted on labeled CDs or DVDs 

All work due this day. NO EXCEPTIONS.

 

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