Assignments/Due Dates
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1. Personal Game Archeology
due Jan 26
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.
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2. FPS /
Virtual Violence Paradigm Challenge:
Design Blitz Playable Prototype Individual Game #1
due Feb 2
Going beyond fps and virtual
violence: can it be done? What could be as, or more compelling as killing or
being killed? Individual students create new types of gaming experiences.
Using your own experience and previous research from the Game Archeology
study, you create a game within one week on your own. Keep in mind the work of artists and ideas
discussed in class, in addition to your readings and personal experience.
Deliverables:
- Game design
structure template
- 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?
- Workable game prototype:
(prototypes are 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, including physical environments, paper, cardboard, digital games,
etc. Original
ideas are more important than polished graphics and optimized code for this
study.
Readings: due Feb 2
*
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 Feb 9
* 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:
* Homo
Ludens: A study of the Play Element in Culture by Johan Huizinga
* Man,
Play, and Games by Roger Caillois
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3. & 4.
FPS / Virtual Violence Paradigm Challenge:
Design Blitz Playable Prototype TEAM Game #2
due Feb 16
Working collaboratively in temporary teams, (ideally creating a balanced team
consisting of the following talents: visual artist, programmer, sound
composer & designer, manager) create a basic game design document and
playable prototype game or simulation for the future. The goal is to create a game which
is just as, or more challenging and engaging than the typical fps game.
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 a future game that is larger than any individual could produce alone.
Each person in the group must detail
their contributions.
Deliverables:
-
Concept Game Design Document:
GAME DESIGN DOCUMENT TEMPLATE
-Game design
structure template
- Constructions of Ernest
Adams Design Philosophy
- Workable game prototype
Readings: due Feb
16
* Lenoir-Lowood_TheatersOfWar
*
Origins of FPS by
Galloway
*create a short, one page, printed reaction paper for each of the above
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FINAL PROJECT TRAJECTORY from here on:
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5. Final Project: Experimental
Game Trajectory: working with permanent teams
due Feb 23: Prototype 1 Concepts Informal
presentation
Deliverables:
First
iterations of your game design (you will build on this framework over
the course of the semester as your refine and reiterate your game.)
Include the
following:
* concept ideas and sketches
* storyboards
* rough Game Design Document (see GAME DESIGN DOCUMENT TEMPLATE)
* Game Structure template
with blocked out time frame of production
* list
of technical information and methodologies of production: any necessary software, SDKs, and APIs,
etc. 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.
Readings: reaction papers due Feb 23
* Complete
Freedom of Movement: Video Games as Gendered PlaySpaces by Henry Jenkins
*create a short, one page, printed reaction paper
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6. Phase
I
Proposal & Formal Group Presentation
due March 2
Deliverables:
rethink and refine the
following:
* concept ideas and sketches
* storyboards
* rethink your Game Design Document (see GAME DESIGN DOCUMENT TEMPLATE)
* Game Structure
template with blocked out time frame of production
* list
of technical information and methodologies of production: any necessary software, SDKs, and APIs,
etc. needed.
Readings: reaction
papers due March 2
*
Adams
and Rollings, Creating the User Experience
* Adams
and Rollings The Level Design Process
**create a short, one
page, printed reaction paper for each
extra credit readings:
* 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
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7. Phase II Reiteration Informal presentation
due March 9
Midterm assessments
Deliverables:
rethink, refine the
following:
* concept ideas and sketches
* storyboards
* rethink your Game Design Document (see GAME DESIGN DOCUMENT TEMPLATE)
* Game Structure
template with blocked out time frame of production
* list
of technical information and methodologies of production: any necessary software, SDKs, and APIs,
etc. needed.
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.)
Related Readings: 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.
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8. Spring Break off
March 16
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9. Phase
III Game Prototype & Informal presentation
due March 23
Informal team meetings with Karthik Bala, CEO of Vicarious
Visions, Activision
Deliverables:
rethink and refine the
following:
* concept ideas and sketches
* storyboards
* rethink your Game Design Document (see GAME DESIGN DOCUMENT TEMPLATE)
* Game Structure
template with blocked out time frame of production
* list
of technical information and methodologies of production: any necessary software, SDKs, and APIs,
etc. needed.
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
Related Readings: final project research readings
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10.
Phase IV Game Content Formal Group Presentation
due March 30
Deliverables:
rethink and refine the
following:
* concept ideas and sketches
* storyboards
* rethink your Game Design Document (see GAME DESIGN DOCUMENT TEMPLATE)
* Game Structure
template with blocked out time frame of production
* list
of technical information and methodologies of production: any necessary software, SDKs, and APIs,
etc. needed.
Hooking up assets to game, further development of game play
Related Readings: final
project research readings
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11. Phase V Refinement & Informal Group Presentation
due April 6
Refinement for pre-review and three
week trajectory for individual team work with assistance in class.
Related
Readings: final project research readings
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12. Phase VI Further Refinement & Formal
Group Presentation
due April 13
Group presentation
of work to date which incorporates
suggested improvements from individual critique. Additionally fully
updated and perfected game design document is printed and formally handed in.
Related Readings: final
project research readings
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13. Phase VII Project Pre-Reviews
& Informal Group Presentation
due April 20
Project work and formal critiques on
group game which further reflects project progress and testing.
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14.
Phase VIII Final Project Reviews & testing results given in Informal Group Presentation
due April 27 (second
to last class)
Intensive
critical analysis of game development, game play, interaction, hardware
testing, detailed plan for installing game and gear at Game Festival
Related
Readings: final project research readings
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15. Phase IX- Perfected Game
Festival-Ready Games, Formal Group Presentation LAST
CLASS
due May 4
All perfected work due this day. NO
EXCEPTIONS.
Complete
and refine all work on final projects for
Final Completed Game Project:
* submit on a cd or dvd and also upload to your drop box:
* 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 Final Game Design Document
*
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
Projects meeting the highest standards are then shown at the
Annual Game Festival & Symposium May 6 & 7th
.
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