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- How to Teach Creative Responsibility
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- http://colum.academia.edu/TheresaDevine
- I teach programming and game design in the Interactive Art and Media
Department
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- Identification of the Creative Identity and Agenda.
- This is important because it sets the criteria for design work.
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- J.J. Abrams
- http://www.ted.com/index.php/talks/j_j_abrams_mystery_box.html
- 1. Got a favorite game? This is your chance to tell us.
- Name it, define it, and be prepared to tell us *why* it’s your
favorite game. (And you’ll want to play it before you write about it.)
- An answer of “Cause it’s cool…” and nothing more will spur public
mockery. (And it will be a really, really short paper…)
- 2. Think about JJ Abrams’ talk. What is your “mystery box?” Look around
your room, life etc – is there an object or something that holds
significant personal value to you?
- What is the story about why/how it became important to you? If you
think that there isn’t one (or that you don’t have one) you are
mistaken – you just don’t know yourself yet. Think harder (make one up
if you have to) – even a made up mystery box will reveal something
about your creative identity.
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- Gain Perspective
- Where are you in time?
- What are the driving forces of our time?
- http://www.poptech.com/popcasts/popcasts.aspx?lang=&viewcastid=158
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- http://creativeclass.com/richard_florida/video/index.php?video=02_CreativeEconomy
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- http://creativeclass.com/richard_florida/video/index.php?video=CBC-The-Hour-with-George-Stroumboulopoulos-talk-with-Richard-Florida
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- Know your history
- We look at the history of video games and what was happening socially,
politically, etc at the time
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- Create a milestone segment of the timeline. It should have a paragraph
describing the event, the year indicated, a picture and an event in
history. (See historical analysis guidelines below)
- Historical Analysis – For the same year as your timeline segment look up
online what was happening in the world at that time. If it is in the
future then make it up.
- Choose one of the following categories and find out what was going on.
- 1. Politics
- 2. Science
- 3. Economics
- 4. Arts
- 5. Business
- 6. Entertainment
- 7. Philosophy
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- Determine your design approach
- Narratology – story driven
- Ludology – gameplay driven
- Conceptulism – concept driven
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- Understand Yourself
- What does your work need to fulfill your creative agenda?
- Factors for self awareness
- The mystery box (personal)
- Your place in time (societal)
- Your design approach (professional)
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- Creative responsibility
- This is a concern of all creative professionals
- In art when we talk about creative responsibility we mean that
everything we use (imagery, color, composition, choice of medium etc)
has a reason to be in the piece.
- There is no gratuitous nudity or violence.
- Everything has a reason to be there – the reason is, it helps to convey
the message.
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- Damien Hirst
- http://www.nytimes.com/2007/11/09/arts/09hirst.html?ex=1352350800&en=9bd3fe441ca0fd2b&ei=5124&partner=permalink&exprod=permalink
- http://en.wikipedia.org/wiki/Shock_art
- http://findarticles.com/p/articles/mi_m0HMU/is_3_28/ai_73023799
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- http://www.grandtheftchildhood.com/GTC/Home.html
- http://www.veoh.com/collection/G4-X-Play?length=clip&offset=50#watch%3Dv16952858fMKcTs4f
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- http://www.gerardjones.com/
- Idea of the healing power of confrontational media
- In fantasy, kids can be superheroes or dinosaurs or ninjas, people with
the goods to overpower things which scare them, people who can't be hurt.
In this way children achieve the self-confidence to continue to meet the
challenges of parents' expectations, a growing society of peers, and one
big damn scary world.
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- The last assignment is a game design document
- The students are graded on
- Use of their own creative identity/agenda in the design
- Ability to talk about and defend each choice they made
- i.e. everything has to have a
reason and how does it relate to their own agenda
- The presentation of the idea
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- Aimee Blakemore is interested in exploring the concept of the arrogance
within grandiose notions that are ultimately meaningless.
- Her games will build and destroy build and destroy.
- The current question that drives her is "Why does everyone think
that their empire will last forever?"
- She is a Narratologist/Conceptualist
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- Game Design Document, Sell sheet and pitch
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- Matt Tusa will spend his life interweaving the story into the game
seamlessly
- He is a Narrtologist/Ludologist
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- Game Design Document, Sell sheet and pitch
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- Hannah Clemmons will make games which will enhance and facilitate
learning not only from the child's(student's) perspective but also the
teacher's perspective.
- Her games will simultaneously be tools for teachers to monitor student
growth while still being games that teach the student.
- She is a Ludologist/Conceptualist
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- Game Design Document, Sell sheet and pitch
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- Kevin Bolander is an artist not a game designer.
- He will use the game medium to explore the world of intuition found
within each one of us.
- He is of the same mindset of Kandinsky and will explore the ideas of the
abstract expressionists and minimalists to create intuitive game
experiences.
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- Game Design Document, Sell sheet and pitch
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- Noah Johnson
- Thinks Call of Duty 4 is wishy-washy. It was dancing around the issue of
war and why we go to war.
- He thought that the designers were afraid say what they wanted to say
about the political situation we are in right now.
- As you play his games - he wants his audience to develop an
understanding of what you are playing for as you are playing.
- He is a Conceptualist/Narratologist
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- Game Design Document, Sell sheet and pitch
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- Jory Luster is a narratologist
- He is exploring his experience with relationships to inform his game
designs
- Each of his games will informed by a different relationship
- Grugdement City explores the social interactions that he has and is
experiencing in his family.
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- Game Design Document, Sell sheet and pitch
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- Aric Zeeck will explore the concept - Universal truths repeat regardless
of time or place.
- He will use subject matter from history and politics to make the point
that the human race is bound to repeat the same mistakes over and over
again.
- He is a Conceptualist/Ludologist.
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- Game Design Document, Sell sheet and pitch
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- Steven Beach is a ludologist, narratologist and a conceptualist.
- He has been influenced by BioShock and had recognized Ken Levine as a
master of this approach even before this class.
- We spent the time talking about the reveal of the story and the reveal
of the purpose of the game through the game play.
- He will specialize in horror.
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- Game Design Document, Sell sheet and pitch
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- Chris Stockbridge will make games that explore paths and experiencing of
those paths to discover a true path based on choice.
- The path is not a linear path and the player will be allowed to
backtrack and discover another path through another choice.
- He is a Narratologist/Conceptualist.
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- Game Design Document, Sell sheet and pitch
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- Ryan Czaya will spend his life creating games that make it through his
own “reality filter”
- The more real it is the more successful the game is (period).
- Suspension of disbelief must not be compromised.
- The player should never think "this is ridiculous" as the
game is played.
- The story and game experience should be convincingly real.
- He is a ludologist/narratologist.
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- Game Design Document, Sell sheet and pitch
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- Tim Slovack will spend his life making games that bring attention to
social issues utilizing the formal construct of scale to underscore the
overwhelming nature of those issues.
- He is a Narratologist/Conceptualist.
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- Game Design Document, Sell sheet and pitch
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