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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