Experimental
Game Design
ARTS 4510 ARTS 6400
Spring 2019 VAST Studio, Sage 2411 Wednesday 2-5:50pm
4 credits
Prerequisites: part of GSAS core (or by permission of insturctor)

Radioland created in
EGD, Winner
2nd Place, ‘Vicarious Visions Student Challenge’ Rensselaer
Polytechnic Institute Gamefest 2015
© 2015 by Neale LaPlante Johnson,
Annie Sardelis, Brian Tam, Tim Terrezza, Scott Todd, with music by Matt Wellins
http://radioland.github.io/
YouTube: https://www.youtube.com/watch?t=25&v=XRVRkRMiYZw
Instructor:
Kathleen Ruiz
Associate Professor of Integrated Arts
email: ruiz@rpi.edu
office: West Hall 314c
office hours: Thursdays 11 am to 1 pm by appointment
(please use sign up board on office door WH 314c
or via email ruiz@rpi.edu )
Experimental Game Design is an upper level hands-on
studio and seminar focusing on the creation of large scale workable game and
simulation projects and prototypes that advance innovative paradigms,
emerging forms and dynamic interfaces. Primary to the course is the formation
of trans-disciplinary collaborative teams whose members learn by thinking,
experimenting, creating, making, resonating and reiterating. Games are
analyzed as cultural artifacts reflecting behavior, social formation, and the
representation of gender, ethnicity and identity. This analysis is applied to
the creation of inventive models for the future.
Students present their work in a series of formal and informal critiques that
help to guide and expand their iterative process.
………………………………………………………………………………………………
Starting
with creating an archeological, socio-cultural and ethical overview of their
own history of game and toy preferences, students then create two short
projects in temporary teams. The short projects are posed as real world
problems that broadly seek applied or indy games genre solutions.
Final
project teams are then formulated for the remainder of the semester. 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. It is
student driven in subject, design and development. The project must be fully
functional and be accompanied by a completed, detailed advanced game design
document using the format: Advanced
Game Design Document
Social
action games & simulation, art games, applied or “serious” games, indy games, problem solving, blended/augmented reality,
educational games, mobile and locative games, abstract play, and other
inventive forms have been created in the course. Factors in game design
including flow and game play gestalt are taken into consideration. The
aesthetics of game design including interaction design, character
development, level design, game play experience, and delivery systems are
developed as students create the various assignments. Interdisciplinary
collaborative teams consisting of talents from visual art, music and sound
art, computer science, cognitive science, game design, writing, engineering,
IT and others. Elements of successful collaboration are covered and
camaraderie of invention is encouraged.
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Student upload info
Required Events
Details
Tools
Course
Topics
Conferences
& Groups
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Course
Assessment/Measures: Assignments:
Please upload all projects, studies and
readings to your class exchange folder drop box.
Additionally, please print your reactions and GDD.
Info is subject to updates, so please check in and refresh your browser.
Students at the 6000 level have additional readings indicated in grey
text.
week 1. Personal Game Archeology & Analysis
5 points
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 web 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. Thoughtfully research and consider the socio-political
context of the game/toy you have chosen and its use. Please consider not only
the game industry, but also the larger context as well. Include references in
your presentation—web links, documentation.
Readings: due Jan 16
* Trends: Here's what 2019 will
be like for the game biz
http://www.gamasutra.com/view/news/333675/Opinion_Heres_what_2019_will_be_like_for_the_game_biz.php
* 11 video game trends that will change the future of the industry
https://www.theguardian.com/technology/2016/jul/21/11-video-game-trends-that-will-change-the-future-of-the-industry
Here's what 2019 will be like
for the game biz Mistakes we can learn from:
*
The 5 Biggest Mistakes Made by Indie Development Studios
http://www.gamasutra.com/blogs/AidanMinter/20150818/251514/The_5_Biggest_Mistakes_Made_by_Indie_Development_Studios.php
Additional
Readings for 6000 level Students:
select one reading from each of the following that resonates with your
personal research and write a short review:
Well Played CMU:
Well-Played-v6n3-17-web.pdf
WellPlayed-v4n3-15-webWomenAndGames.pdf
____________________________________________________________
week 2. & 3. Experimental Game Jam # 1
“Gaming responds to the big questions of our time.”
10 points
due Jan 30
What are the big questions of our time? Being aware of them could mean being beyond the cutting
edge of the game field and being a cultural producer, rather than a follower.
What do we mean by “the big
questions of our time”?
What larger forces of nature, culture, spiritual, intellectual, emotional,
physical, economic, shifts are on the horizon? What world events are
happening or about to happen that may be of intense interest to you and your
future? You decide on the top issue
that will become the theme of your game.
Working collaboratively in temporary teams, (ideally creating a balanced team consisting
of the following talents: visual artist, programmer, engineer, sound composer
& designer) create a short experimental game around a theme that you or
your team feels is critical to our time.
This is purposefully broad so use
your imagination and creativity and open
yourself up to experimenting.
Trust your intuition! Innovation is key here.
Pay attention to the ethics of
your theme and intentionality (what world or possibility you create, the
realms of possibilities to do what kinds of activities in? Do market research
on your ideas!!! If it has been done before, why repeat it?
Original ideas are more important than polished
graphics and optimized code for this study.
Deliverables:
* workable game (or app) prototype responding to the chosen question
* PowerPoint or web presentation of the team’s research and ideas that also
answers the following questions:
~ What
is the game?
~ What is the main focus?
~ Why create this game? Why would
someone want to play it?
~ What is different or experimental about your game?
~ Immediate and Long Term Projected
Socio-cultural Project Impacts?
~ Predecessor or previous games/ distinctive factors in this genre?
~ Target audience?
~ What is the ethical space of the game?
~ Where does the game take place?
~ What do the players do?
~ How many characters are there, if any?
~ List of technical information and methodologies of production: any
necessary hardware, software, SDKs, and APIs, etc. needed.
Readings: Jan 22
*
info you or your team find interesting about your chosen question
* look through and play 3
social awareness games that may be of interest. Then be a game critic and create a short paragraph analysis
and critique with suggestions about your 3 chosen games.
Please create 3 short
paragraph critiques
Here are some preeminent sites to
choose from:
Games for Change : http://www.gamesforchange.org/play/
Persuasive Games: http://www.persuasivegames.com/
Paolo
Pedercini www.molleindustria.org
* read Experimental
gameplay project - How to Prototype a Game in Under 7 Days
Additional
Readings for 6000 level Students:
* Homo Ludens: A study of the Play
Element in Culture by Johan Huizinga
* Man, Play, and Games by Roger Caillois
create a short reaction paper
____________________________________________________________
week 4. & 5 Experimental Game Jam #2
The theme is Water
10 points
due Feb 6 water readings & initial research
Feb 13 finished game
Water is life we have heard, but
everywhere water is being threatened. What can we do about this? How can
games/simulations help this situation?
Your game or simulation project can approach this situation in serious or
playful ways.
Working collaboratively in temporary teams,
(ideally creating a balanced team consisting of the following talents: visual
artist, programmer, writer, engineer, sound composer & designer) create a
game around the theme of water.
Exemplary projects will be
encouraged to submit their games to international game festivals.
due Feb 6
power
point teams will present a power point
that contains the following background research:
* concept ideas and sketches of your team’s creative response to the theme
* storyboards explaining and illustrating your ideas for the project
* Answers to the following questions:
~ What is the game?
~ Why create this game? Why would someone want to play it?
~ Immediate and Long Term Projected Socio-cultural Project Impact?
~ Predecessor or previous games/ distinctive factors in this genre?
~ Target Audience?
~ What is the ethical space of the game?
~ Where does the game take place?
~ What do the players do?
~ How many characters are there, if any?
~ What is the main focus?
~ What is different?
~ List of technical information and methodologies of production: any
necessary hardware, software, SDKs, and APIs, etc. needed.
due Feb 13
working
games presented formally
due Feb 6
Readings:
Think
about how do we foster systems thinking across disciplines, places and spaces
for freedom of thinking, for divergent thinking, for creative thinking that
asks questions that no single discipline alone can? Revealing not only the
complexities, but the impacts of decision making locally, regionally and
globally.
See this video: North Country
Climate Reality Summit CLIMATE CHANGE AND OUR CHANGING MENU
Mike Hoffmann
https://youtu.be/TIeU001iYTo
See
this video: Mihaly Csikszentmihalyi
asks, "What makes a life worth living? https://www.ted.com/talks/mihaly_csikszentmihalyi_on_flow
Cognitive
Flow: The Psychology of Great Game Design
https://www.gamasutra.com/view/feature/166972/cognitive_flow_the_psychology_of_.php
What
games must learn from children's books by Ana Anthropy
https://boingboing.net/2015/06/11/what-games-must-learn-from-chi.html
Please create a short
reaction to each (a short paragraph) and upload to your class exchange drop
folder.
Additional
Readings for 6000 level Students:
building upon your research with
relevant selections from the following:
* Springer Special issue:
The Philosophy of Computer Games Volume 27, Issue 2, June 2014
vpn or log in to rensSearch
then go to http://link.springer.com.libproxy.rpi.edu/journal/13347/27/2/page/1
* Simulating Philosophy: Interpreting Video Games as Executable
Thought Experiments
https://link-springer-com.libproxy.rpi.edu/article/10.1007/s13347-013-0102-2
* Technological Unemployment, Leisure Occupation, and the Human
Project
https://link-springer-com.libproxy.rpi.edu/article/10.1007/s13347-014-0166-7
* Game Studies: The International
Journal of Computer Game Research http://gamestudies.org/1602
* Sage Journal: Games & Culture http://journals.sagepub.com/toc/gac/0/0
* create a short reaction paper to 2
relevant papers from the above and place in your folder in the class drop
box. Come to class ready to give a briefing on your readings.
____________________________________________________________
Final Project
Experimental Game Trajectory
working with permanent teams from this point out
____________________________________________________________
week 6. Final Project Starting Sketches, Ideas & Concepts Informal
presentation 6.6 points
due Feb 20
Deliverables:
drop in drop box and also print
out the following:
First ideas about your final project game
These are all ITERATIVE
and will be changed and perfected as your ideas unfold.
* rough concept ideas and sketches of
your team’s ideas
* rough storyboards explaining and illustrating the project your team has in
mind
* rough initial prototypes
* Fill in the Game Structure
template
* Answers to the following questions:
~ Why create this game?
Why would someone want to play it?
~ Immediate and Long Term Projected Socio-cultural Project Impact?
~ Predecessor or previous games/ distinctive factors in this genre?
~ Target Audience?
~ What is the game?
~ Where does the game take place?
~ How many characters are there, if any?
~ What is the main focus?
~ What is different?
~ List of technical information and methodologies of production: any
necessary hardware, software, SDKs, and APIs, etc. needed.
You are essentially starting your
iterative GDD found here:
Advanced Game
Design Document
don’t worry your will find the answers as you go, and things will change, but
just start. And yes philosophy is important to success in innovative game
creation
* 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?
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 fully functional.
Additionally, the final project
must be accompanied by an iterative, completed, (web ready, standalone) game
design document and a well-designed poster, project overview sheet and
promotional game trailer.
See samples:
Nova Radix: Game Design
Document rough and incomplete, but a good starting iteration
Nova Radix
Game
Readings:
due Feb 20
* your research readings
* Play as Design by Brenda Laurel
Play as Design by Eric Zimmerman
*create a short, one paragraph reaction paper of the above and place in your
drop box
____________________________________________________________
Midterm assessments
(please
upload all perfected work to drop box for evaluation)
week 7. Phase I Proposal Final Project Formal Group
Presentation 6.6 points
due Feb 27
Deliverables:
rethink and refine
your project based on your resonation of the feedback your team received
in class previously:
* concept ideas and sketches
* storyboards
* Advanced Game Design
Document with blocked out time frame of
production, a schedule and an outline of individual responsibilities
and deadlines
* Game
Structure template
* list of technical information and methodologies of production: any
necessary software, SDKs, and APIs, etc. needed.
* produce new work and progress on your game assets including design, art,
programming, etc.
Readings: due Feb 27
* 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 paragraph, reaction
paper to each of the above and place in your drop box
Readings for Masters and Ph.D. Students (Optional Extra Credit
for Undergrads):
* Origins of FPS by Galloway
* Lenoir-Lowood_TheatersOfWar
*create a short reaction paper of each
the above and place in your folder in the class drop box
____________________________________________________________
week 8.
Spring Break
____________________________________________________________
week 9.
Phase II Reiteration Informal presentation
6.6 points
due March 13
Reality check on
scope of project and schedule
presented
Deliverables:
* gameplay experiments showing
clear proof of concept and
progress on your game assets
* evidence of new research and
work
* updated and refined Advanced Game Design
Document that
includes a game overview sheet,
more refined story boards, at least 5 citations of games/ websites/readings/
literature/ films that have influenced your team’s research,
Readings: due March 13
Extra Credits
* No Gendered Mechanics - How
Genre Stereotypes Limit Games and Players
https://www.youtube.com/watch?v=ERR1F-zoTVg
*
True Female Characters
https://www.youtube.com/watch?v=Q1qndga6SNU
*
Harassment
https://www.youtube.com/watch?v=Dt9GwmOWoqo
*
Sexual Diversity - How a Gay Character Made Persona 4 Great
https://www.youtube.com/watch?v=RUqivXMlpcQ
*create a short, one
paragraph, reaction paper to each of the above and place in your drop box
folder
Readings for Masters and Ph.D. Students (Optional Extra Credit
for Undergrads):
* A Game of One’s Own: Towards a New
Gendered Poetics of Digital Space by Tracy Fullerton, Jacquelyn Ford Morie, and Celia Pearce
*create a short reaction paper of the
above and place in your drop box * The Construction of Experience: Interface as Content David Rokeby
*create a short, one paragraph reaction paper of
the above and place in your drop box
_________________________________________________________
week 10.
Phase III Game Prototype
Formal Group Presentation
6.6 points
March 20
Deliverables:
* evidence of progress
incorporating critical feedback, polishing and refinement of content, assets,
gameplay, methodology, and delivery system
* final definitive schedule for entire project which will be used as clear
milestones for further project development
* your team’s progress of the above reflected in your evolving Advanced Game Design
Document including
completed game overview sheet and image, refined answers to the
philosophical question section
Please print and hand in prior
to your team’s presentation in class
Readings:
final
project research readings
____________________________________________________________
week 11.
March 27 No class due to GM Week
____________________________________________________________
week 12. Phase IV Game Content Informal presentation
6.6 points
due April 3
Deliverables:
*
refined game fact sheet overview see http://radioland.github.io/#snab-tm-factsheet
* evidence of refinement and progress on your team’s project in design,
development, gameplay and depth of research reflected in the project and game
design document
* your game trailer
(approximately 2 to 3 minutes), highlighting
the general gist of your game and the exciting features, with title, credits
for all involved, and sound credits. You can use any screen action capture
program OBS Studio is now installed in the project space. The students that
requested recording software are already familiar with how to use OBS. For
anyone else I would recommend taking a look at this article. https://www.techradar.com/how-to/how-to-record-your-pc-or-macs-screen
You can use Adobe Encoder for good
compression: (. mp4 is recommended.) The game trailers will be used by the
judges as part of the review process and they will be put into a compilation
reel.
Readings: final project research readings
____________________________________________________________
week 13. Phase V Refinement Formal Group
Presentation
6.6 points
due April 10
Deliverables:
* Play Testing Plans due
* Refinement and progress on your team’s project for pre-review and three week trajectory for individual team work
* Refined game trailer
* consider
what gear you will need to exhibit your work and reserve it.
Related
Readings: final
project research readings
____________________________________________________________
week 14. Phase VI Further
Refinement Informal
Group Presentation
6.6 points
due April 17
second to last class
Deliverables:
* Play Testing Summary results and
Recommendations
* Refinement and progress on your team’s project based on critiques
* Printed Project Posters 34” x 24” Please print early, as other students across the
campus will be vying for these printers soon.
* Your final printed project summary in .doc format with summation image
* high quality
edited high def. 1920 x 1080, H264 mp4 promotional video trailer. Please
include:
the title,). Show an overview of the
distinctive features of your project including interaction and gameplay on
and off screen if desired. 2 to 4 minutes maximum
should be enough time to give a person a taste of your game project and for
them to want to play it.
This video will be used to judge whether your game gets into the competition
so please make a good one.
~ you can print archival prints on the Epson
9800 printer in Sage 2410 by appointment only see details and instructions
at:
http://www.hass.rpi.edu/pl/teaching-facilities-s17/large-format-printer-suite
or
~ on the VCC vcp7100g (not archival and will fade soon)
Instructions for Printing your Poster at the VCC
(Voorhees Computing Center) on the RCS Public Plotters:
You need to configure your computer with the proper drivers in order to print
to the plotter
http://dotcio.rpi.edu/services/printing/plotting-rcs-public-plotters
and for general Help Desk info: http://helpdesk.rpi.edu/update.do?catcenterkey=78
The plotter paper is 36 inches wide, but the actual content space
is 34 inches. So your document should be 36 wide, but have an inch of
whitespace on either side.
The minimum height is 24 inches, but I would recommend the same
amount of padding there. If your poster is vertical you can of course rotate
it to fit into this space for the lowest cost. File formats: .jpg or even a
.png file works from a well configured computer, but to ensure success you
should make a PDF. You can possibly use Photoshop and output your file as a
PDF or use Illustrator (proven to work very well) (it is on
the VAST lab computers if you don't have it), create a document 36" by
height + 2", then use File->Place to insert your document. You can
then do "Save As" and switch the file type to PDF.
If your computer is not configured you can physically take the PDF file to
the VCC and open it in Acrobat (or Reader? whatever it's called these days).
Switch the printer to vcp7100g for glossy ($0.25 more per foot, not
bad for the shiny effect). The checkboxes are something like:
"Automatically select paper size"
"Allow use of custom sizes"
Select both of those and the rulers in the preview should update to be
your document's size. Then you should be able to send it.
The printouts show up rolled in
the racks on the right side of the VCC building, near the glass-enclosed
classroom on that side. In general, they will put obviously bad printouts up
without saying anything, but you can get a refund if there was a problem on
their end by going to the help desk.
____________________________________________________________
week
15. Phase VIII (last class of the semester)
due April 24
Formal Group
Presentation of Final Projects
60 total points
All perfected work due this day.
Please ensure that all work is spell checked.
In addition to
uploading your work to the class box storage,
It is required to submit all work on a
non-returnable, labeled DVDs or thumb drive
Please include:
*all work from the semester, all short studies, all code, art, reading
reactions, event reactions
*
Your game and all elements including all art, programming code, files,
etc.
*
Printed and digital posters
* Printed and digital Advanced Game Design
Document
* Printed and digital project summary in .doc format with summation
image
* Printed and digital final user Evaluation Testing Summary and Recommendations
*
Video Trailer: High quality edited high def. 1920 x 1080, H264 mp4 video trailer of
game play. Please include your title, overview, interaction, gameplay and
credits.
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
Class Schedule
week 1. Jan 16
* Introduction to the course
* review game archaeologies, best works, and student aspirations
* lecture & discussion on ideas for the future
of games and gaming as we may not know it now to be, content,
platforms and interfaces
* lecture/discussion/student input on “The Big
Questions of Our Time.” What are they? Which ones to work with?
* temp teams formulate and pick their question for Experimental Game Jam #1 Gaming responds to the big questions of our time
week 2. Jan 23
* review in-process Games from Game
Jam #1
Gaming responds to the big questions
of our time
* discuss selected social awareness games from Games for Change, Persuasive Games, & Molleindustria
research assignment
* Discussion and lecture on Trajectories from
EGD into the real world: case studies of a number of successful students
* grads discuss:
Homo Ludens: A study of the Play Element in Culture by
Johan Huizinga
Man, Play, and Games by Roger Caillois
* briefly discuss prototyping, short project as opposed to longer project
trajectories
week 3. Jan 30
critique
Games from Game Jam #1
Gaming responds to the big questions
of our time
*
Grads present reaction paper analyses of 2 articles from the following
selections:
* Springer Special issue: The Philosophy of
Computer Games Volume 27, Issue 2, June 2014
vpn or log in to rensSearch then go to http://link.springer.com.libproxy.rpi.edu/journal/13347/27/2/page/1
* Game Studies: The International
Journal of Computer Game Research http://gamestudies.org/1602
* Sage Journal: Games & Culture: http://journals.sagepub.com/toc/gac/0/0
*
review parameters for
Experimental Game Jam #2 Water
* formulate temporary teams
for Game Jam #2
week 4. Feb 6
* Review power point presentations for Jam #2 Fun
* Discuss readings:
What
games must learn from children's books by Ana Anthropy
https://boingboing.net/2015/06/11/what-games-must-learn-from-chi.html
Cognitive
Flow: The Psychology of Great Game Design
https://www.gamasutra.com/view/feature/166972/cognitive_flow_the_psychology_of_.php
Mihaly Csikszentmihalyi asks,
"What makes a life worth living? https://www.ted.com/talks/mihaly_csikszentmihalyi_on_flow
*
Discussion and lecture on Innovation &
Collaboration
week 5. Feb 13
* Formal presentations & critiques of Experimental
Game Jam #2 Fun
*
Discuss parameter of the final project
* Formulate permanent Final Project teams
:::::::::::::::::::::::::::::::::::::::::::::::::
Final
Project
Working
with permanent teams from this point onward.
:::::::::::::::::::::::::::::::::::::::::::::::::
week 6. Feb 20
* Informal review of Final Project Starting Sketches, Ideas & Concepts
*
Review the Advanced Game
Design Document
* Discuss the iterative process of game design and production as given in
Play as Design reading selection
*
Lecture, video and discussion about Aesthetics and
games
week 7. Feb 27
Midterm Review of all perfected studies uploaded
to class exchange folder.
*
Formal review of phase I
prototypes
*
Reality check on scope of project and schedule
* Lecture, video and discussion about virtual
violence, catharsis and desensitization
* 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
week 8. March 6 Spring Break
week 9. March 13
* Informal presentation and critique of phase II prototypes
* team meetings with Experts giving feedback on initial ideas
* Lecture, video and discussion about the representation of gender, love and emotion in games
and the game industry and discussion of the related (inverted studio) videos:
* No Gendered Mechanics - How Genre
Stereotypes Limit Games and Players - Extra Credits
https://www.youtube.com/watch?v=ERR1F-zoTVg
* Extra Credits: True Female Characters
https://www.youtube.com/watch?v=Q1qndga6SNU
* Extra Credits: Harassment
https://www.youtube.com/watch?v=Dt9GwmOWoqo
* Sexual Diversity - How a Gay Character Made Persona 4 Great -
Extra Credits
https://www.youtube.com/watch?v=RUqivXMlpcQ
Uncanny Valley
week 10. March 20
*
Formal presentations and reviews
of phase III refinements
* review poster and promotional design and high end printing
* Lecture, video and discussion about the representation of race representation in games and the games industry
*
informal critiques of Phase IV refinements
* review of the ways that playtesting
can help garner feedback on your working game
* review projected playtest plans
* Lecture, video and discussion about Breaking
through the 4th Wall and issues in player created content
*
review team 4 week trajectory schedules
* review/refine game trailers
*
review methodologies of producing game video trailers (approximately 2 to 3
minutes), highlighting the general gist of your game and the exciting
features, with title, credits, and sound. You can use any screen action
capture OBS Studio is now installed in the project space. The students that
requested recording software are already familiar with how to use OBS. For
anyone else I would recommend taking a look at this article. https://www.techradar.com/how-to/how-to-record-your-pc-or-macs-screen
You can use Adobe Encoder for good
compression: (. mp4 is recommended.) The game trailers will be used by the judges
as part of the review process and they will be put into a compilation reel.
* Lecture, video and discussion about addiction
and games
week 11. March 27 No Class due to GM Week
week 12. April 3
*
informal presentations and critiques of phase VI
* examine playtest results and
take appropriate actions to refine
* review project summaries, game design documents and game posters
*
review installation requirements, tech, and gear
*
Lecture, video and discussion about Mobile, blended
and AR
week 13. April 10
week 14. April 17.
second to last class
informal reviews of Phase VII
intensive work studio:
refining of the game and project assets
week 15. April 24
last class
* Formal reviews of the final
completed project Phase VIII
* all posters, game design documents, video trailers, etc. reviewed
* all work from the semester, all short studies, all code, art, reading
reactions, event reactions are handed in on labeled individual
DVS or thumb drives and in student drop boxes for final review
All perfected work due this day.
Please ensure that all work is spell checked.
In addition to uploading your work to the class
box storage,
It
is required to submit all work on a non-returnable, labeled DVDs or
thumb drive
Please include:
*all work from the semester, all short studies, all code, art, reading
reactions, event reactions
*
Your game and all elements including all art, programming code, files,
etc.
*
Printed and digital posters
* Printed and digital Advanced Game Design
Document
* Printed and digital project summary in .doc format with summation
image
* Printed and digital final user Evaluation Testing Summary and Recommendations
*
Video Trailer: High quality edited high def. 1920 x 1080, H264 mp4 video trailer of
game play. Please include your title, overview, interaction, gameplay and
credits.
* lecture and discussion on The Future
is Here!
.
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
Grading:
Evaluation: Students at the 4000 level must demonstrate
satisfactory achievement of course objectives through fulfillment of course projects
and by contributing to class discussions and critiques.
·
Short study #1. Personal Game Archeology &
Analysis 5% = 5 points
·
Short study #2. Experimental Game Jam # 1 “Gaming
responds to the big questions of our time.” 10% = 10 points
·
Short study #3. Experimental Game
Jam #2 “Fun”10%
= 10 points
·
Final Project 60% (incremental evaluation over 9 due dates, each 6.666% = 6.6
points each x 10= 60 points
·
Participation in class 10% = 10 points
·
Reaction papers 10% to readings 5 and your events 3 = 8 total @ 1.25 points each =
5points
Evaluation: Students at the 6000 level must
demonstrate satisfactory achievement of course objectives through fulfillment
of course projects and by contributing to class discussions and critiques.
·
Short
study #1. Personal Game Archeology & Analysis 5% = 5
points
·
Short
study #2. Experimental
Game Jam # 1 “Gaming responds to the big questions of our time.” 10% = 10
points
·
Short study #3. Experimental Game Jam #2 “Fun”10% = 10 points
·
Final
Project 60% (incremental evaluation over 9 due dates, each
6.666% = 6.6 points each x 10= 50 points
·
Participation in class
10% = 10 points
·
Reaction
papers 10% to readings 5 and your events 3 = 8 total @ 1.25
points each = 5points
·
Students at
the 6000 level will give class audio visual presentations of their research = 10
points
Point to Letter grade equivalents for the course are as follows:
LETTER
GRADES
|
PERFORMANCE
DESIGNATION the 4000 level
|
POINTS
|
A+
|
EXCELLENT
|
90-100 points
|
A
|
85-89 points
|
A-
|
80-84 points
|
B+
|
GOOD
|
77-79 points
|
B
|
73-76 points
|
B-
|
70-72 points
|
C+
|
SATISFACTORY
|
67-69 points
|
C
|
63-66 points
|
C-
|
60-62 points
|
D+
|
MARGINAL
|
57-59 points
|
D
|
53-56 points
|
D-
|
50-52 points
|
F
|
UNSATISFACTORY
|
0-49 points
|
LETTER GRADES
|
PERFORMANCE DESIGNATION for 6000
level
|
POINTS
|
A+
|
EXCELLENT
|
90-100 points
|
A
|
85-89 points
|
A-
|
80-84 points
|
B+
|
GOOD
|
77-79 points
|
B
|
73-76 points
|
B-
|
70-72 points
|
C+
|
SATISFACTORY
|
67-69 points
|
C
|
63-66 points
|
C-
|
60-62 points
|
|
|
|
|
|
|
|
Participation: you are invited, encouraged, and expected to engage 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 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.
Academic Honesty:
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 game design, art and design,
programming, music, and production are required. 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 Statement
for all courses at the 4000 level or above:
The Rensselaer Handbook of Student Rights and
Responsibilities and The Rensselaer Graduate Student Supplement define
various forms of Academic Dishonesty and procedures for responding to them.
All forms are violations of the trust between students and teachers.
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 performance. Acts that
violate this trust undermine the educational process.
The Rensselaer Handbook of Student Rights and
Responsibilities and The Rensselaer Graduate Student Supplement define
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. If found in violation of the academic
honesty policy, students may be subject to two types of penalty. The
instructor administers an academic [grade] penalty and the student is
reported to the Dean of Students or the Dean of Graduate Education as
appropriate. The first violation results in 0 grade for that assignment. The
second violation results in failure of the course. If you have any questions
concerning this policy before submitting an assignment, please ask for
clarification.
In cases
where help was received, or teamwork was allowed, a notation on the
assignment should indicate your specific contributions to the collaboration.
Students with
Disabilities:
Rensselaer Polytechnic Institute strives to make
all learning experiences as accessible as possible. If you anticipate or
experience academic barriers based on a disability, please let me know immediately
so that we can discuss your options.
To establish reasonable accommodations, please register with The
Office of Disability Services for Students.
After registration, make arrangements with me as soon as possible to
discuss your accommodations so that they may be implemented in a timely
fashion. DSS contact information: dss@rpi.edu; 518-276-819; 4226 Academy
Hall.
Course
Objectives/Outcomes:
Upon successful completion of the course:
1. students will have the ability to explore
new approaches to the concepts of “game,” “play”, and “simulation” and start to
define alternate paradigms and expressive forms as demonstrated in the
individual and team based projects
2. 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. students will be able to create an archeological,
socio-cultural and ethical overview of their own history of game and toy
preferences
4. students will
demonstrate the ability to work together in trans-disciplinary teams to
conceptualize, design, produce and express ideas through game or simulation
projects
5. students will
become more articulate in the work of artists, theorists, and institutions
who engage in game creation
6. students will demonstrate their process, code, art, design and experiments
in a detailed game design document, summation overview, poster and short
video game trailer
7. students will 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
8. students at the 6000 level will have demonstrable
advanced understanding and ability to articulate their opinions regarding the
philosophical, theoretical, social and political ramifications of games and
in their personal game development for the course.
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
Required Materials
• An
active RCS account.
•
Approximately 10 to 15 dvds, or approximately 60 GB
usb drive and or high capacity external hard drive
will be necessary to back up and archive your work
• Other
materials on a project basis
• You may
be making a number of digital prints/manifestations of your work on or off
campus. The costs of digital printing vary, but be prepared to incur
approximately $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 or software 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 and sanitary.
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, narration, or engineering.
Students entering this course have had varied backgrounds coming from
Computer Science, Arts, Communication & Media, Cognitive Science,
Engineering, IT, Management, and other areas.
Suggested further
readings:
Wardrip-Fruin,
Noah and Pat Harrigan, Editors. First Person: New Media as Story,
Performance and Game
Laurel, Brenda and Zimmerman, Eric, editors.
Play as Design
Saarkeesian, Anita, www.feministfrequency.com
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
Nitsche, Michael. Video Game Spaces. Image, Play, and
Structure in 3D Worlds
Adams, Ernest. Fundamentals of Game Design, Second Edition
Jenkins, Henry. Complete
Freedom of Movement: Video Games as Gendered PlaySpaces
Baudrillard, Jean. Passwords
Juul, Jesper, The Art of Failure : an Essay on the Pain of Playing Video Games
(There are many other evolving and
emerging relevant titles of interest.
Please ask the instructor.)
|