schedule(s) -- common(s) / register! / request for grading


participant(s) / lab(s) / assignment(s) / CA3

  1. introduction -- topic(s) & challenge(s)
  2. exploration(s) -- platform & production requirements
  3. planning -- concept & application development
  4. concept(s) -- mechanics, story, aesthetics, technology
  5. consideration(s) -- infrastructure & realization
  6. background(s) -- basic media and communication theory
  7. context(s) -- creative application(s)
  8. production(s) -- delivery and presentation of final application(s)
(*) no lecture at 1/3 and 28/6 (exam math), otherwise (in principle) every monday

co-instructor(s):

overview


basic exercise(s) / CA3


final application(s) / CA3


www.writingstudio.eu / tip(s) / how to write an essay? / CA3


deliverable(s) -- have fun and play!

document(s) / scenario(s) / format(s)

  1. concept(s) -- (short) synopsis, with (optional) sketches
  2. requirement(s) -- with shareholders, planning, MOSCOW
  3. story board -- storyline(s), non-linear storygraph, assets
  4. prototype(s) -- partial version(s) of interactive application(s)
  5. final application -- full interactive application
  6. accompanying website -- with application and support
  7. promotional clip -- one/two minute trailer
  8. justification -- explanation of design decisions, reflection(s)
  9. package -- all the material with documentation

session(s): have fun and play!

CA3: 1


lens 02 <> surprise

_ .. []: << >> / _ / .


... remind yourself to fill your game with interesting surprises: Surprise is a crucial part of entertainment -- it is at the root of humor, strategy and problem solving. Our brains are hardwired to enjoy surprises.

play / social(s) / machine(s) / method(s) / cycle(s)


lens 03 <> fun

_ .. []: << >> / _ / .


... fun is desirable in almost every game, although sometimes fun defies analysis.

To maximize fun ask yourself the these questions:

play / social(s) / machine(s) / method(s) / cycle(s)


lens 04 <> curiosity

_ .. []: << >> / _ / .


... think about the player's true motivations -- not just the goals (y)our game has set forth, but the reasons the player wants to achieve those goals: For example, a maze-finding videogame might have a time-limit goal at each level. A way to make players care more is to play interesting animations when they solve each maze ...

play / social(s) / machine(s) / method(s) / cycle(s)


lens 06 <> problem solving

_ .. []: << >> / _ / .


..., think about the problems (y)our player must solve to succeed at (y)our game, for every game has problems to solve:

play / social(s) / machine(s) / method(s) / cycle(s)

lens 07 <> mechanics / story / aesthetics / technology

_ .. []: << >> / _ / .


... take stock of what element(s) (y)our game is truly made of: Together, the elements are also referred to as the elemental tetrad.

play / social(s) / machine(s) / method(s) / cycle(s)