CA3: have fun and play!

6700630 / creative application, semester 2, 6 ects

Æliens


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) # ! @ Æ


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) # ! @ Æ


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) # ! @ Æ


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) # ! @ Æ

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) # ! @ Æ


content(s)

The course is meant as an integrative project, which combines the various elements introduced in the first year of creative technolgy, where students experience the need for planning and project-management.

Topics include:

Although acquisition of the actual theme of the project must be done by senior staff, students will be expected to take an active part in the selection of theme(s) and target(s), and developing the final application(s) or product(s).

The project is meant to function in a local festival, preferably in cooperation with organisations such as:

prerequisite(s):

CA1&2, CS1&2, NM1&2, ST1&2, MA1&2, DE1&2

goal(s) & attainment target(s)

The integrative nature of the CA3 project will contribute to more firmly establishing skills, and deepening students' knowledge of smart systems and interactive media applications.

The course aims at providing

Students are expected to be well-motivated, and will be stimulated in problem-finding and the exploration of creative solutions.

place in curriculum:

Integrative course for end of first year.

spplication area & motivating example(s)

Each year a preparatory investigation must be done, preferably by a group consisting of staff members and students, in close contact with potential industrial or societal partners, to select one or more potential theme(s) and topic(s) that may serve as a challenging target.

teaching method(s)

The structure of CA3 project will be determined by the students themselves. The role of the staff will primarily be to safeguard the project from (beginners) mistakes, and to encourage critical reflections on decisions and potential consequences. To avoid potential misunderstandings, this is not total freedom, but rather a strictly supervised approach, where established standards of project-management will not serve as a prescriptiion, but rather to give feedback and control initiatives originally formulated and proposed by (groups of) students.

Feedback will be given in workshop sessions, and by assessing the products as made available online. Peer reviews will not only be used for feedback, but will also form part of the procedure of assessment and grading. Grading takes place by assessing the work in a presentation session, where students present and discuss their work and contributions to the group project..

special facilities

Contacts with potential industrial or societal partners must be established, which may require additional technical support.

topic(s)


CA3 target(s)


have fun and play -- installation(s)


session(s)


  1. introduction topic(s) & challenge(s)
  2. exploration of platform & production requirements
  3. planning -- concept & application development
  4. establishment of business plan
  5. contract negotiation & realization
  6. basic media and communication theory
  7. business and societal context of the creative application(s)
  8. delivery and presentation of final application(s)

assignment(s)


reference(s)


  1. method(s) -- www.agilemanifesto.org/principles.html
  2. resource(s) -- game design patterns / team work
  3. Eliëns A. and Vyas D., Panorama -- explorations in the aesthetics of social awareness, In Proc. GAME-ON 07, Nov 20-22, University of Bologna, Marco Roccetti (ed.), p. 71-75, EUROSIS-ETI Publication, ISBN 9789077381373
  4. Eliëns A., van de Watering M., Huurdeman H., Bhikharie S.V., Lemmers H., Vellinga P. , Clima Futura @ VU -- communicating (unconvenient) science, In Proc. GAME-ON 07, Nov 20-22, University of Bologna, Marco Roccetti (ed.), pp. 125-129, EUROSIS-ETI Publication, ISBN 9789077381373
  5. A. Eliëns, topical media & game development -- media.eliens.net

resource(s) / CA3


CA3

advice for the student(s)

With the course taking place at the end of your first year, in which you no doubt have earnt a lot, this is an excellent opportunity to excercise your skill(s) and gain further experience in collaboration. To be able to work in a group and communicate is, as you should know, one of the essential characteristics of your future professional scenario(s). Make no mistake though, you should also be able to take individual responsibility and even have a degree of artistic independence, which sometimes may even be mistaken as arrogance. Anyway, do not be bothered by that, but set your own learning goals, and one way or another find proper balance with the interests of the group.

(26/6/11):

PDF

Almost a year after the actual course, there is little to write, except perhaps the about the satisfacxtion that the installation in gogbot was succesful.

All students that participated actively in the course made it into the second year. However, that does not give the course any predictive value. The guest speakers were overall positively received, although some students complained that it took them a long time before they understood what the course was all about. Even then, I have some doubt though whether they really understood!

(26/6/11):

PDF

monitor(s)


In the last period many students appeared a bit overworked, and I learned that there were many deadlines. Courses like CA3, also due to my (apparently) more tolerant style, easily suffer from the pressure of other courses, since the topic(s) may (easily, but not tightfully IMHO) be dismissed as vague, and even irrelevant. Why worry about googlification whenyou can program arduino? Well, to my mind it is not only important to think about societally relevant topics and make the connection with practical work, but, in addition, it is perhaps even more important to think what can be done, both in terms of concepts/ideas and applications/technology to take part in a festival like gogbot, where art, science and technology are presented to a wider audience. Key phrases here are experience (on an individual level) and exposure (for the creative technology curriculum).

In the last period, many students fortunately got a new boost of energy, worked on group projects, and updated their personal portfolios. Also, a number of students submitted their essays way before the deadline, which is a good sign, and can be taken as a desire for feedback on there work, which sometimes was emphasized by the explicit question -- will I pass for the course with this essay.

In this course, I also experimented with asking the student for their aspiration(s), that is the grade they thought they would deserve, or wanted to deserve. In the future, I will make both the requests for grading, as well as an indication of student's aspiration(s) more explicit. I also made clear to the students that I would refuse to de forensic grading, that is collect all the evidence for grading myself, piece by piece. The portfolio should provide all the evidence, and it is the responsibility of the student(s) to present this in a clear manner, preferably with good style!

As a final remark, as some of the students remarked -- still communication is more key than imagination --, the jey to creativity she meant, I must remark that for many, with some obvious exceptions, the image quality is rather low, or perhaps I should say -- the interest in presenting their work with some drama and visual intensity. Another thing is that the responsiveness of students to both simple acts of communication as well as published deadlines is rather low. The need for such responsiveness should be more stringently brought to their attention.

At the end, the meeting with Kees and Viola went well, with enthusiasm from both sides, and a clear willingness of the students to continue their work beyond the boundaries of the have fun and play course.

And for me, after the grading(s), in which I gave the students, where their documentation was lacking, the benefits of my doubts, I am a year off. Pffh!