DESMA 157A: Design
for Interactive Media - Computer Game Design
Winter Quarter 2007
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Instructor:
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Andreas
Kratky
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Prerequisites:
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Courses
C101 or 104 or 106, and 154A
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Contact:
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akratky
[at] cinema.usc.edu
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Time:
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Tuesdays, 9:00 - 11:50 am
Fridays, 9:00 - 11:50 am
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Location:
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Broad 4240
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TA:
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Aaron Siegel
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TA Contact:
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asiegel [at] datadreamer.com
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Description:
When they were
invented in the 1960s computer games started as a political action and as an aesthetic
experiment. The ‘abuse’ of expensive computers and high-tech equipment to play
games was a subversive movement that anticipated the hacker culture that formed
when computers became more readily available. Since then games became one of
the fastest growing branches of popular culture. The game industry sales
surpassed those of film and television as well as those of the music industry.
With this growth also the professional career possibilities in the game sector
increased.
The course gives an
overview over central aspects of games and traces their roots as an essential
part of human culture. It fosters an open and critical view and focuses on the
creative aspect of game creation, modification and their artistic détournement.
At the same time the class gives an introduction into the basics of the design
process of games. Throughout the course the students will develop in an
iterative design process one original game idea and develop it to a prototype
and design document.
Grading:
Participation: 40%
In-class exercises:
30%
Final project: 30%
Schedule:
Week 1:
Meeting 1 (January 9,
2007) - Introduction
- Overview
over course structure
- Lecture:
What are games, the concept of play; relevance of games; artistic aspects
of games
- Presentation/Discussion:
Relevant examples
Meeting 1a (January
12, 2007) - Game Design Process
- Studio:
Overview over the game design process; iterative design; games as a
specific perceptual mode
- In-class
exercises
Week 2:
Meeting 2 (January
16, 2007) - History of Games
- Lecture:
Overview over the historic development of videogames
- Presentation/Discussion:
Relevant examples
- Reading: J. Huizinga; Homo Ludens; Chapter
1: Nature and Significance of Play
as a Cultural Phenomenon (included in reader)
Meeting 2a (January
19, 2007) - The Structure of Games 1
- Studio:
Overview over the formal elements of games
- In-class
exercises
- Brainstorming:
Development of original game ideas
Week 3:
Meeting 3 (January
23, 2007) - Rulebased Systems
- Lecture:
Games as rule-based systems; Simulation; Emergence
- Presentation/Discussion:
Relevant examples
- Reading: G. Frasca; Simulation versus Narrative
(included in reader)
Meeting 3a (January 26, 2007) - The Structure of Games 2
- In-class
exercises
- Prototyping
of the game design project
Week 4:
Meeting 4 (January
30, 2007) - Dramatic Elements
- Studio:
Overview over the dramatic elements of games
Meeting 4a (February
2, 2007) - Playtesting 1
- Studio:
Playtesting the game design project
- Analysis
and discussion of playtest results
Week 5:
Meeting 5 (February 6,
2007) - Narrative and Artificial Intelligence
- Lecture:
The role of narrative in games, language games, artificial intelligence
- Presentation/Discussion:
Relevant examples
- Reading: J. Juul; Games Telling Stories? (included in reader)
Meeting 5a (February
9, 2007) - Design revision
- Studio:
Refining the game design project based on playtesting results
Week 6:
Meeting 6 (February
13, 2007) - Psychology of Games
- Lecture: Psychological
aspects of games, agency and representation; games as communication
devices
- Presentation/Discussion:
Relevant examples
- Reading: M. Csikszentmihalyi; Flow; Chapter
4: The Conditions of Flow
(included in reader)
Meeting 6a (February 16, 2007) - Graphic Design
- Studio:
Development of the graphic design and interaction strategy for the game
design project
Week 7:
Meeting 7 (February
20, 2007) - Guest Lecturer
Meeting 7a (February
23, 2007) - Field Trip
- Class excursion to the Institute
for Creative Technologies
Week 8:
Meeting 8 (February
28, 2007) - Aesthetic of Games
- Lecture:
The aesthetic of game worlds; abstraction; perspective
- Presentation/Discussion:
Relevant examples
- Reading: Marc J. P. Wolf; Abstraction in the Video Game (included in
reader)
Meeting 8a (March
2, 2007) - Playtesting 2
- Studio:
Playtesting the new iteration of the game design project
Week 9:
Meeting 9 (March 6, 2007) - Games as
Art
- Lecture:
The appropriation of games by the artworld, critical responses
- Presentation/Discussion:
Relevant examples
- Reading: Tilman
Baumgärtel; On a Number of Aspects of Artistic Computer Games
(included in
reader)
Meeting 9a (March 9, 2007) - Implementation 2
- Studio: Final
implementation of the game design project
Week 10:
Meeting 10 (March
13, 2007) - Hacking and Bending
- Lecture:
Game Modifications, hacking and bending as a artistic approach
- Presentation/Discussion:
Relevant examples
- Reading: Mentor;
Hacker Manifesto - The Conscience of a Hacker (included in reader)
- DUE: Final Project
Meeting 10a (March 16, 2007) - Final Presentation
- Studio:
Final presentation of the game design project
Required Reading:
- A course reader
will be available for purchase. A copy will be on reserve at The Arts Library.
The reading
assignments are due for the day they are mentioned in the syllabus.
- Johan Huizinga: Homo Ludens;
Boston 1955; Chapter 1: Nature and Significance of Play as a Cultural
Phenomenon
- Gonzalo Frasca: Simulation versus
Narrative; in: Mark J. P. Wolf + Bernard Perron: The Video Game Theory
Reader; New York 2003
- Jesper Juul: Games Telling
Stories? Game Studies, July 2001
(http://www.gamestudies.org/0101/juul-gts/)
- Mihaly Csikszentmihalyi: Flow; New
York 1991; Chapter 4: The Conditions of Flow
- Marc J. P. Wolf: Abstraction in
the Video Game; in: Mark J. P. Wolf + Bernard Perron: The Video Game
Theory Reader; New York 2003
- Tilman Baumgartel; On a Number of
Aspects of Artistic Computer Games; Media Art Net, Computer Games (http://www.medienkunstnetz.de/themes/generative-tools/computer_games/)
- Mentor; Hacker Manifesto - The
Conscience of a Hacker
(http://www.phrack.org/archives/7/P07-03)
Games: