{"id":6,"date":"2016-08-15T22:13:16","date_gmt":"2016-08-15T22:13:16","guid":{"rendered":"http:\/\/mycours.es\/gamedesign2016\/?page_id=6"},"modified":"2016-09-17T21:45:50","modified_gmt":"2016-09-17T21:45:50","slug":"syllabus","status":"publish","type":"page","link":"http:\/\/mycours.es\/gamedesign2016\/","title":{"rendered":"Syllabus"},"content":{"rendered":"<p>Carnegie Mellon University \u2013 School of Art<br \/>\nProfessor: Paolo Pedercini<br \/>\nGraduate Assistant: Hannah Epstein<br \/>\nCourse number: 60419<br \/>\nClassroom: CFA 303 + CFA 318 (Mac Lab)<br \/>\nTime: 1:30PM \u2013 4:20PM Monday + Wednesday<br \/>\nOffice: CFA 419A \u2013 4th Floor<br \/>\nOffice hours: By appointment<br \/>\nEmail address: paolop [at] andrew [dot] cmu [dot] edu<br \/>\nGA: hepstein [at] andrew [dot] cmu [dot] edu<\/p>\n<p>A hands-on course focused on innovative and expressive forms of play. This semester the emphasis is put on fringe works that expand the notion of games: VR, game art, environmental storytelling, digital toys, notgames, and other playthings.<br \/>\nThe class involves a series of micro game jams to familiarize with different aspects of the game engine Unity, and two main projects. <\/p>\n<h1>LEARNING OBJECTIVES<\/h1>\n<p>Upon completion of the course students will be able to:<\/p>\n<p>* Create playable games or prototypes with innovative and expressive gameplays.<\/p>\n<p>* Critically analyze the mechanics of games including their ideological and cultural underpinnings.<\/p>\n<p>* Discuss their interactive works in the context of new media art and\/or in relation with mainstream cultural production.<\/p>\n<p>* Have a good foundation with the game engine Unity<\/p>\n<h1>DISCLAIMER<\/h1>\n<p>* Being passionate about game might help but please keep in mind this is not a class for sharing our love for video games or video game culture. We\u2019ll try to approach the subject critically and focus on cutting-edge developments at the margins of the mainstream game industry.<\/p>\n<p>* This is an art course and CMU School of Art is focused on conceptual practice, it means that your primary goal will be to create meaningful, personal and unique works \u2013 not necessarily elegant, balanced, well designed, entertaining products.<\/p>\n<p>* Although the course is listed as experimental game design for consistency purposes, this particular installment is not centered on game design. The focus will be on designing worlds and experiences, with a lot of time devoted to the technical aspects and workflows in the development of interactive 3D spaces.<\/p>\n<h1>STRUCTURE AND EXPECTATIONS<\/h1>\n<p>The course is structured around units made of frontal lectures, critiques, and in-class exercises (mini game jams).<\/p>\n<p><strong>Deliverables:<\/strong> you are expected to produce two playable artifacts (mid-semester and final) in addition to the short intro assignment. Working in groups is encouraged but not required.<\/p>\n<p><strong>Home play:<\/strong> you are expected to play and discuss a variety of games. Every week, groups of 3 people are assigned one game to play at home. The group will then have a structured discussion in class and give a brief presentation to the rest of the class.<br \/>\nOnce in the semester each student will prepare a more formal presentation about 3 assigned games by the same author(s). All the assigned games are relatively short, but some of them will have to be purchased (typically for less than $20).<\/p>\n<p><strong>Readings:<\/strong> being a studio class, Experimental Game Design is relatively light on theory. However you\u2019ll be required to read and respond to a pair of short texts at every unit.<\/p>\n<p><strong>Social media:<\/strong> like it or not, you can&#8217;t be a independent game maker\/artist today without self-promoting relentlessly on social media. You will be required to start an account on Twitter, follow the often obnoxious gaming &#8220;discourse&#8221;, and post entertaining work in progress of your projects.<\/p>\n<h1>UNITS<\/h1>\n<p><img loading=\"lazy\" decoding=\"async\" src=\"http:\/\/mycours.es\/gamedesign2016\/files\/2016\/08\/subversive-play.png\" alt=\"subversive-play\" width=\"800\" height=\"250\" class=\"aligncenter size-full wp-image-13\" srcset=\"http:\/\/mycours.es\/gamedesign2016\/files\/2016\/08\/subversive-play.png 800w, http:\/\/mycours.es\/gamedesign2016\/files\/2016\/08\/subversive-play-300x94.png 300w, http:\/\/mycours.es\/gamedesign2016\/files\/2016\/08\/subversive-play-768x240.png 768w\" sizes=\"auto, (max-width: 800px) 85vw, 800px\" \/><\/p>\n<h2>SUBVERSIVE PLAY<\/h2>\n<p>Before becoming critical game designers we must become critical players.<\/p>\n<p><strong>Assignment:<\/strong> Mis-play a game of your choice by acting against the intention of the designer or by exploring\/exploiting the limits of its system. Try to achieve an aesthetic goal or provide insights on the game itself.<br \/>\nDocument your intervention through video and\/or screenshots.<\/p>\n<p><strong>Works\/case studies:<\/strong> Prepared Playstation, My Trip to Liberty City, Suicide Solution, Dead in Iraq, The Council on Gender Sensitivity and Behavioral Awareness in World of Warcraft, Pacifist Runs, Skate 3 Compilation, Breaking Madden, Magnasanti, Gold Farming.<\/p>\n<p><strong>Readings:<\/strong><br \/>\nWhat\u2019s the Point If We Can\u2019t Have Fun? by David Graeber<br \/>\nPlay is by Miguel Sicart<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" src=\"http:\/\/mycours.es\/gamedesign2016\/files\/2016\/08\/vrhistory.png\" alt=\"vrhistory\" width=\"800\" height=\"250\" class=\"aligncenter size-full wp-image-16\" srcset=\"http:\/\/mycours.es\/gamedesign2016\/files\/2016\/08\/vrhistory.png 800w, http:\/\/mycours.es\/gamedesign2016\/files\/2016\/08\/vrhistory-300x94.png 300w, http:\/\/mycours.es\/gamedesign2016\/files\/2016\/08\/vrhistory-768x240.png 768w\" sizes=\"auto, (max-width: 800px) 85vw, 800px\" \/><\/p>\n<h2>VIRTUAL REALITY FROM VIRTUAL TO REALITY<\/h2>\n<p>A brief history of Virtual Reality.<br \/>\nArt in Virtual Reality.<br \/>\n<strong>Works\/case studies:<\/strong>  Walter Pichler, Haus-Rucker-Co, Coop Himmelblau, Jaron Lanier, Myron Krueger, Nicole Stenger, Diane Gromala and Yacov Sharir, Rachel Strickland and Brenda Laurel, Ulrike Gabriel, Char Davies,Michael Scroggins, Jeffrey Shaw, Carl Loeffler<\/p>\n<p>Virtual Reality demo day with Vive, Oculus, Samsung Gear, and Cardboard.<\/p>\n<p><strong>Readings:<\/strong><br \/>\nA Vintage Virtual Reality Interview by Jaron Lanier<br \/>\nVoices from a Virtual Past &#8211; An oral history of a technology whose time has come again<\/p>\n<p><em>Still life mini-jam:<\/em> Unity intro, navigating in the scene, creating assets and game objects in engine, hierarchy, transforms, activate deactivate, pivots, basic components, external assets &#038; import settings.<br \/>\n<em>Mood change mini-jam:<\/em> lights, skyboxes, effects, materials, shaders, sounds, particle emitters, flares.<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" src=\"http:\/\/mycours.es\/gamedesign2016\/files\/2016\/08\/vrscifi.png\" alt=\"vrscifi\" width=\"800\" height=\"250\" class=\"aligncenter size-full wp-image-17\" srcset=\"http:\/\/mycours.es\/gamedesign2016\/files\/2016\/08\/vrscifi.png 800w, http:\/\/mycours.es\/gamedesign2016\/files\/2016\/08\/vrscifi-300x94.png 300w, http:\/\/mycours.es\/gamedesign2016\/files\/2016\/08\/vrscifi-768x240.png 768w\" sizes=\"auto, (max-width: 800px) 85vw, 800px\" \/><\/p>\n<h2>THE DISCOURSE AROUND VIRTUALITY<\/h2>\n<p>Virtual Reality in sci-fi. VR as empathy machine.<br \/>\n<a href=\"http:\/\/artandcode.com\/\">Weird Reality Symposium.<\/a><\/p>\n<p>Robert Yang class visit.<br \/>\nSecond Life tour with Daryl Kamen.<\/p>\n<p><strong>Readings:<\/strong><br \/>\nColonizing Virtual Reality Construction of the Discourse of Virtual Reality, 1984-1992 by Chris Chesher<br \/>\nWhat Is Virtual Reality? by Brenda Laurel<\/p>\n<p><em>Sound visualizer mini-jam<\/em> , start &#038; update, accessing components, time and counters, lerping &#038; easing, prefabs and instantiation, collection types, importing animations and blendshapes, scene vs play mode: tweaking runtime.<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" src=\"http:\/\/mycours.es\/gamedesign2016\/files\/2016\/08\/installation-art.png\" alt=\"installation art\" width=\"800\" height=\"250\" class=\"aligncenter size-full wp-image-18\" srcset=\"http:\/\/mycours.es\/gamedesign2016\/files\/2016\/08\/installation-art.png 800w, http:\/\/mycours.es\/gamedesign2016\/files\/2016\/08\/installation-art-300x94.png 300w, http:\/\/mycours.es\/gamedesign2016\/files\/2016\/08\/installation-art-768x240.png 768w\" sizes=\"auto, (max-width: 800px) 85vw, 800px\" \/><\/p>\n<h2>IMMERSIVE ENVIRONMENTS<\/h2>\n<p>Immersive Installation Art, an overview. Field trip to the Mattress Factory\/Hutte Royal.<\/p>\n<p><strong>Readings:<\/strong><br \/>\nClaire Bishop &#8211; Installation art and Experience<br \/>\nMarcos Novak &#8211; Liquid architectures in cyberspace<\/p>\n<p><em>Virtual installation mini-jam<\/em>: Input and controllers, rigidbodies and colliders, baking lights, Maya to unity workflow and troubleshooting, raycasting, texturing, more on particle emitters. <\/p>\n<p><strong>HomePlay:<\/strong> Digital Museum of Digital Art, La R\u00e9gion Decentralized, Unreal Estate, Paper Thin, Jeremy Couillard, The Out of Body Experience, Grinder-man&#8217;s Mirage, Exercise in Immersion by Marnix de Nijs.<\/p>\n<p><strong>Mid-semester project<\/strong>: Create a VR environment to be experienced from a fixed point of view that changes according to one input, analog or digital (switch, sensor, etc).<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" src=\"http:\/\/mycours.es\/gamedesign2016\/files\/2016\/08\/walking-simulators.png\" alt=\"walking simulators\" width=\"800\" height=\"250\" class=\"aligncenter size-full wp-image-21\" srcset=\"http:\/\/mycours.es\/gamedesign2016\/files\/2016\/08\/walking-simulators.png 800w, http:\/\/mycours.es\/gamedesign2016\/files\/2016\/08\/walking-simulators-300x94.png 300w, http:\/\/mycours.es\/gamedesign2016\/files\/2016\/08\/walking-simulators-768x240.png 768w\" sizes=\"auto, (max-width: 800px) 85vw, 800px\" \/><\/p>\n<h2>WALKING SIMULATORS<\/h2>\n<p>Exploration games, environmental storytelling, level design, notGames.<\/p>\n<p><strong>Homeplay:<\/strong><br \/>\nProteus, Dear Esther, The Stanley Parable, The Beginner&#8217;s Guide, Dinner Date, Little Party, Thirty Flights of Loving, SurrealistA, Exo, Gardenarium, Memory of a broken dimension (demo), Mirror Moon, ABZU, Bound, The Path<\/p>\n<p><strong>Readings (Two of the following):<\/strong><br \/>\nTheory of the De\u0301rive and Introduction to a Critique of Urban Geography by Guy Debord<br \/>\nAgency &#8211; from Hamlet in the Holodeck by Janet Murray<br \/>\nHow to do things with videogames \u2013 Transit \u2013 Ian Bogost<br \/>\nGamer Theory \u2013 Atopia (on Vice City) by Mckenzie Wark<\/p>\n<p><em>Audio story mini-jam<\/em> dynamic sound, canvas &#038; UI elements, terrain, sprites, strategies for rapid asset creation.<\/p>\n<h2>POSTGAMING<\/h2>\n<p><img loading=\"lazy\" decoding=\"async\" src=\"http:\/\/mycours.es\/gamedesign2016\/files\/2016\/08\/postgaming.png\" alt=\"postgaming\" width=\"800\" height=\"250\" class=\"aligncenter size-full wp-image-23\" srcset=\"http:\/\/mycours.es\/gamedesign2016\/files\/2016\/08\/postgaming.png 800w, http:\/\/mycours.es\/gamedesign2016\/files\/2016\/08\/postgaming-300x94.png 300w, http:\/\/mycours.es\/gamedesign2016\/files\/2016\/08\/postgaming-768x240.png 768w\" sizes=\"auto, (max-width: 800px) 85vw, 800px\" \/><br \/>\nApps, software toy, unidentified game objects. Game Art and Machinima. Game spectatorship.<\/p>\n<p><strong>Final project:<\/strong> Develop an artifact that (ideally) challenges the boundaries of play and gaming.<\/p>\n<p><strong>Homeplay:<\/strong> Progress to 100, Bounden, Brume, Strawberry Cubes, GeoGuessr, Casual Games for Casual Hikers, Earth Primer, Hohokum, Herstory, Become a great artist in just 10 seconds, Vesper 5, Loop Raccord, Tetrageddon, Dys4ia, How do you do it, One of them, Storyteller (prototype), Facade, Panoramical, Mountain, The Immoral Ms. Conduct, Viral, Triennale Game Collection, Super Sculptor, Le Petit Architecte, Nested (by Orteil), Spaceplan, Kentucky Route Zero.<\/p>\n<p><strong>Readings<\/strong><br \/>\nNot a manifesto; on game development as cultural work by Robert Yang<br \/>\nOne critical reading of your choice related to the final project.<\/p>\n<h1>HOMEPLAY<\/h1>\n<p>One author for each student. Prepared presentations.<br \/>\nTale of Tales: The Graveyard, The Endless Forest, Bientot L&#8217;ete<br \/>\nRobert Yang: Cobra Club, Succulent, Hurt me plenty<br \/>\nVector Park: Feed the head, Windosill, Metamorphabet<br \/>\nBen Esposito+Arcane Kids: Pale Machine, Donout Country, Sonic Dreams Collection<br \/>\nPorpentine: High End Customizable Sauna Experience, Foldscape, Bellular Hexatosis<br \/>\nNicky Case: Parable of the polygons, Coming out simulator, neurotic neurons<br \/>\nKara Stone: Sext Adventure, Techno Tarot, Cyborg Goddess<br \/>\nStrangeThink: Mystery tapes, Joy exhibition,These Monsters<br \/>\nIncrepare: Mirror Stage, Slave of God, Shower Game<br \/>\nKlondike Collective: Mu Cartographer, Orchids to Dusk, Vignettes<br \/>\nThatGameCompany: FlOw, Flower, Journey<br \/>\nKeita Takahashi: Katamari Damacy, Noby Noby boy, Wattam, Woold<br \/>\nJason Rohrer: Sleep Is Death, Chainworlds, A game for someone<br \/>\nCory Arcangel: Super Mario Clouds, Bowling series, Super mario movie<br \/>\nPippin Barr: A Series of Gunshots, Art Game, Let\u2019s Play: The Shining<br \/>\nMario von Rickenbach: Mirage, Plug and Play, Drei<br \/>\nMichael Brough: 868-HACK, Corrypt, Vesper.5<br \/>\nLucas Pope: Papers Please, the Return of Obra Dinn (Demo), Republia Times<br \/>\nDavey Wreden: The Stanley Parable, The beginner&#8217;s Guide<\/p>\n<h1>GRADING<\/h1>\n<p>10% Subversive Play<br \/>\n30% VR environment (Mid semester)<br \/>\n30% Final Project<br \/>\n10% Home play<br \/>\n10% Readings<br \/>\n10% Class participation and social media<\/p>\n<p>Grading sucks but someone has to do the dirty job. Assignments and final project are graded according to the following criteria:<\/p>\n<p>E. The student failed to deliver the assignment.<br \/>\nD. The game\/prototype doesn\u2019t work, has major bugs or is incomplete to a point that is impossible to get a clear idea of the user experience.<br \/>\nC. The game\/prototype is functional and complete in all of its parts. Both the technical execution and the concept are sufficient but not outstanding.<br \/>\nB. Good concept and excellent technical execution. Or, vice versa, excellent idea and good technical execution.<br \/>\nA. Outstanding concept and implementation. This is usually reserved to the top 10%.<\/p>\n<h1>POLICIES<\/h1>\n<p>* Attendance: three or more unexcused absences result in the drop of a letter grade.<\/p>\n<p>* Absences: you are responsible for what happens in class whether you\u2019re here or not. Organize with your classmates to get class information and material that you have missed.<\/p>\n<p>* Participation: you are invited, encouraged, and expected to engage actively in discussion, reflection and activities.<\/p>\n<p>* Net addiction: you can exist for few hours without tweettering, facebooking, chatting, texting or emailing. Any device for mediated communication is banned during theory classes, crits and discussions. A 1% grade reduction will result from being found using them.<br \/>\nDuring the lab hours you will be allowed to network as long as your behaviour is not disruptive.<\/p>\n<p>* Assignments: late assignments are only accepted with permission of instructor. You lose 10% of your points per day late up to a max of 7 days late.<\/p>\n<p>* Tardiness: 1st tardy = free.<br \/>\nLess than 10 minutes late = 1% grade reduction.<br \/>\nOver 20 minutes late = absence (unless justified).<\/p>\n<h1>Stress Culture<\/h1>\n<p>Collaborative work and projects also fulfilling other classes&#8217; requirements are encouraged as long as it makes sense, and the other professors agree.<\/p>\n<p><em>Official university language:<\/em> Take care of yourself.  Do your best to maintain a healthy lifestyle this semester by eating well, exercising, avoiding drugs and alcohol, getting enough sleep and taking some time to relax. This will help you achieve your goals and cope with stress.<\/p>\n<p>All of us benefit from support during times of struggle. You are not alone. There are many helpful resources available on campus and an important part of the college experience is learning how to ask for help. Asking for support sooner rather than later is often helpful.<\/p>\n<p>If you or anyone you know experiences any academic stress, difficult life events, or feelings like anxiety or depression, we strongly encourage you to seek support. Counseling and Psychological Services (CaPS) is here to help: call 412-268-2922 and visit their website at <a href=\"http:\/\/www.cmu.edu\/counseling\/\">http:\/\/www.cmu.edu\/counseling\/<\/a>. Consider reaching out to a friend, faculty or family member you trust for help getting connected to the support that can help. <\/p>\n","protected":false},"excerpt":{"rendered":"<p>Carnegie Mellon University \u2013 School of Art Professor: Paolo Pedercini Graduate Assistant: Hannah Epstein Course number: 60419 Classroom: CFA 303 + CFA 318 (Mac Lab) Time: 1:30PM \u2013 4:20PM Monday + Wednesday Office: CFA 419A \u2013 4th Floor Office hours: By appointment Email address: paolop [at] andrew [dot] cmu [dot] edu GA: hepstein [at] andrew &hellip; <a href=\"http:\/\/mycours.es\/gamedesign2016\/\" class=\"more-link\">Continue reading<span class=\"screen-reader-text\"> &#8220;Syllabus&#8221;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"parent":0,"menu_order":0,"comment_status":"closed","ping_status":"closed","template":"","meta":{"footnotes":""},"class_list":["post-6","page","type-page","status-publish","hentry"],"_links":{"self":[{"href":"http:\/\/mycours.es\/gamedesign2016\/wp-json\/wp\/v2\/pages\/6","targetHints":{"allow":["GET"]}}],"collection":[{"href":"http:\/\/mycours.es\/gamedesign2016\/wp-json\/wp\/v2\/pages"}],"about":[{"href":"http:\/\/mycours.es\/gamedesign2016\/wp-json\/wp\/v2\/types\/page"}],"author":[{"embeddable":true,"href":"http:\/\/mycours.es\/gamedesign2016\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"http:\/\/mycours.es\/gamedesign2016\/wp-json\/wp\/v2\/comments?post=6"}],"version-history":[{"count":32,"href":"http:\/\/mycours.es\/gamedesign2016\/wp-json\/wp\/v2\/pages\/6\/revisions"}],"predecessor-version":[{"id":675,"href":"http:\/\/mycours.es\/gamedesign2016\/wp-json\/wp\/v2\/pages\/6\/revisions\/675"}],"wp:attachment":[{"href":"http:\/\/mycours.es\/gamedesign2016\/wp-json\/wp\/v2\/media?parent=6"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}