Showing posts with label course notes. Show all posts
Showing posts with label course notes. Show all posts

Monday, April 11, 2011

Course syllabus: "Game Design and Architecture"


Here at the Design and Technology MFA program at Parsons, the "Game Design 1" course is extremely popular. Like, it's one of the first classes to fill up at registration. In it, you learn about analog game design and make your own board games / card games.

Conversely, "Game Design 2" is about level design, mostly in a digital context, and it is much less popular -- to the extent that this semester, it got canceled from lack of enrollment. (Or at least that's the reason they gave us.)

Why was Game Design 1 so popular, but Game Design 2 (level design) allowed to die? I see them as two very similar, important things for interaction designers to learn, but apparently both the student body and administration disagree with me.

However, I'm the one who's always right about everything.

So in my assignment for a design and education class, I thought I'd try to bridge the gap between the two and make a level design class for people who aren't particularly fond of video games. It focuses on interaction and environment across various types of games.

We deal with fairly simple, basic games and mechanics so we can focus on the levels. Also, keep in mind that the intended audience is middle school / early high school, though I'm sure if you crammed in some readings and essays in there it'd make for a decent college freshman class.

The working draft of the syllabus is pasted below. Feedback is appreciated:

Game Design and Architecture
Robert Yang. E-mail.

Think about the first level of Super Mario Bros. or your favorite map in Halo. Think about a game of Monopoly, when you're leaving jail and you have to brave the minefield of hotels. Think about a game of baseball in Fenway Park, where there's a 36 foot tall wall called the “Green Monster” that prevents easy home runs.

In video games, board games, sports, and anything else: it matters where you play.

Video games call this “level design,” but in this course we'll explore both digital and non-digital representations of the environment and how to build them. If you like board games, video games, sports, playground games, or anything else game-related: we'd love to have you.

Saturday, July 3, 2010

GeoComp2: Neorganic Epiphany, by Dubblilan + notes on CQB and "slicing the pie"


(GeoComp2 posts feature Quake 3 levels with outstanding geometry inspired by modern architecture practices; unfortunately GameSpy deleted the original GeoComp2 pages, so these blog posts are an attempt at creating a historical record.)

Neorganic Epiphany, by Dubbilan, is blobitecture / "parametricism" with a "Miami Vice" sensibility. The floorplan isn't what makes this level special -- it's a decent central arena plan with a handful of small side atria that feed back into the middle. But the style does make one rather important difference in gameplay...


See, most arcade DM maps -- especially those in the BSP era -- are rather blocky, due to the nature of BSP construction. It's easier to manipulate rectangular shapes than curved, slanted shapes. This is mirrored in real-life construction practice with four-cornered rooms and long, straight planes for walls that meet other walls at 90 degree corners...

Tuesday, May 4, 2010

Outdoor Game Design: Foundations


(This is part of a series about the "outdoor game design" course I taught at UC Berkeley. It has notes, lesson plans, and ready-to-use rulesets for games.)

The first semester I taught this course, I planned everything down to the minute detail. I pre-wrote my lectures and my "spontaneous" jokes, allotted a few minutes to each concept for that day, conceptualized learning goals... And then realized that it didn't fit the spirit of the class.

In later semesters, I'd have a rough week-by-week schedule, but that's it. I'd improvise the lesson plan when I got to class and saw what the energy was like. (Also, being in the Bay Area, it'd rain a lot.)

So, some general statements / philosophies that form the foundation of this course:

Thursday, January 28, 2010

What is Design? (Level Design Course, Week 1)


(This is taken from the first day lecture notes for my "Video Game Level Design" course. The goal was to introduce level design as merely a subset of larger field of design, emphasizing that people have shaped the clothes / packaging / built environment around us and how level design reflects our world.)

What is design?

You hear the word thrown around a lot: fashion design, web design, interior design, graphic design, urban design, industrial design... and game design. What do all these fields have in common? They all focus on users, their behavior and how to influence that behavior -- whether it's to get more clicks or to reduce crime or to get you to buy another cheeseburger. People will use a thing depending on how we make it work.

At the supermarket, where are the daily staples -- stuff like milk and eggs -- usually found? In the back of the store, right? But to get to that delicious quart of low-fat white gold, you'll have to walk through another aisle -- oh, look, cereal! Cookies! Did I mention you brought your kid with you? Your kid wants some of that Killing Floor Krunch or Chocolate Zombies or whatever. It'd go great with your milk. By putting your goal in a distant area, supermarkets entice you with all this other crap and influence your purchasing and spending habits.