

Patterns of Transformation by Ida de Benedettoīoard games, card games, tabletop games, parlor/party/drinking games. Find a real world system, an activity or a place that can be turned into a game.ĭoes it reveal something about the activity or context? Does it encourage a different kind of behavior or interaction? Play is by Miguel Sicart (from play Matters) Play the worldĪssignment: Games are experiences governed by rules, like many non-playful activities. What’s the Point If We Can’t Have Fun? by David Graeber In PublicĬhildren and folk games, happenings, street/urban/pervasive games, new sports, playgrounds, skateboarding, parcour, flash mobs etc.Īssignment: Make one “tiny game” or an instruction piece a day for a week. Week by week plan, units may shift and change. You will be required to start an account on Twitter, follow the often obnoxious gaming “discourse”, and post entertaining work in progress of your projects. Social media: like it or not, you can’t be a independent game maker/artist today without self-promoting relentlessly on social media. However you’ll be required to read and respond to a pair of short texts or video lectures every week. Readings: being a studio class, Experimental Game Design is relatively light on theory.

You will mostly work in teams of 3, teams rotate at every assignment. Each session is a combination of frontal lectures, critiques, workshops, and in-class work (aka mini game jams aka the assignments).ĭeliverables: you are expected to produce a playable prototype every one or two weeks and a complete final project.

This class meets only once a week in a long morning + afternoon session. If you are interested in storytelling and world building, I recommend you to take this class on fall 2018. This year it’s about local multiplayer games, teamwork, and rapid prototyping. * Each installment of Experimental Game Design has a different focus. * This is an art course and School of Art is focused on conceptual practice, it means that your primary goal will be to create meaningful, personal and unique works. We’ll try to approach the subject critically and focus on cutting-edge developments at the margins of the mainstream game industry. * 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.

* Have a good foundation with the game engine Unity DISCLAIMER * Discuss their interactive works in the context of new media art and/or in relation with mainstream cultural production. * Critically analyze the mechanics of games including their ideological and cultural underpinnings. * Create playable games or prototypes with innovative and expressive gameplays. Upon completion of the course students will be able to: Projects are team based, coding experience is recommended but not required. The class consists in one long session per week that allows for extended prototyping exercises (mini-jams), technical tutorials, as well as frontal lectures, and in-depth playtesting sessions. In this installment of Experimental Game Design the emphasis is placed on games as social interfaces: from local multiplayer to analog table-top games, from folk and street games to play experiences in alternative contexts (alternative arcade, gallery/museum spaces, urban environments etc…). Time: 09:00AM – 11:50AM + 01:30PM – 04:20PM FridayĮmail address: paolop andrew cmu eduĪ hands-on game design course focused on innovative and expressive forms of gameplay. Carnegie Mellon University – School of Art
