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Atelier I, Fall 2013 V1 1
Digital Futures Syllabus Atelier I Discovery + Atelier II Collaboration Course Title: Atelier I: Discovery Course Code: DIGF 2D02 + DIGF 2D03 Course Type: Studio/Seminar Course Section: 1 Semester Offered: Fall+Winter Course Meeting Times: Fall Thursday 8:30 – 11:20 pm, rm. 7301, 205 Richmond Thursday 11:50 – 1:20 pm, rm. 358, 100 McCaul Friday 8:30 – 11:20, rm. 7301, 205 Richmond Friday 11:50 – 1:20 pm, rm. 358, 100 McCaul Lab Meeting Time: Friday 3:00 – 6:30 pm, rm. 317G, 100 McCaul Credit Value: 3.0 (1.5 credits per semester) Prerequisite: All required 100-level Digital Futures Studio and STU/SEM courses and 1.0 credit of first-year liberal arts & sciences (including the Writing course with a minimum passing grade of 60%). Fall Instructors: Simone Jones [email protected] Adam Tindale [email protected] Jeff Watson [email protected] Assistant: Kyle Duffield [email protected] Winter Instructors: Paula Gardner [email protected] Kate Hartman [email protected] Jeff Watson [email protected] Emma Westecott [email protected] Office Hours: by appointment Date: September 2013 COURSE DESCRIPTION This studio-seminar course investigates current themes, technologies and debates that inform interdisciplinary digital science, art, design and enterprise. The classes explore issues and problems through project research, conception and initiation – including readings and discussion,
Atelier I, Fall 2013 V1 2
lectures, site visits, engagement with industry partners, and student presentations. Students apply personal and group problem-solving strategies to their collective work. Seminar Topic 2013: Game Design and E-Global Atelier is the French word for “workshop”. In the digital world, we are expected to iterate, react, and innovate continuously and globalisation has made the whole world into our stage. In today’s ‘neo-renaissance’ that we are living through breadth and diversity are key, but one cannot know and do everything. The Atelier exists in this context and it is a key model to not just share the output of knowledge but the process of the making, research, and inspiration for work. This Atelier is designed to provide Digital Futures students with foundational knowledge in Game Design theory and praxis within the context of independent entrepreneurism. The course is structured around collaborative and solo “Game Challenges” that will test students’ wits, imagination and inventiveness in an atmosphere of healthy and playful competition. The course examines Game Design within a real and virtual environment. In order to facilitate this, in the fall semester, students will be introduced to game design theory and praxis, basic electronic theory and circuit construction as well as to programming. In addition, weekly Labs will be offered in order to provide students with specific instruction in Unity, a cross-platform game design application. Classes in the fall semester will be augmented by visiting lecturers and field trips to local gaming businesses. Once students have had a chance to develop a deeper understanding of their own practice, the Atelier will encourage them to think about how their work fits into a broader context. The e-Global component of the Atelier will encourage students to think about how urban environments and communities can act as fertile incubators for innovation. The Winter semester will begin by taking a look at the breadth, depth, and lineage of technological innovation in Toronto and then students will head to New York City for an additional case study and collaboration with creatives there. Through both local and international field trips the Atelier will explore what's happening in the academic, startup, arts, design, and hacker cultures of a particular urban context and consider how they intersect. Game Design will continue to be a major focus of the Atelier in the winter semester. Students will have the opportunity to refine their “pitch” from the fall semester by developing it for inclusion and display at the Level Up show in Toronto.
LEARNING OUTCOMES Students who successfully complete this course will be able to:
1. Position their work contextually by examining historical and contemporary approaches to collaborative media, art and design projects.
Atelier I, Fall 2013 V1 3
2. Articulate their ideas in written and verbal form using teminologies from the fields of science, art and design as they apply to interdisciplinary media practice.
3. Conceive and frame their own work in the context of society, enterprise and industry.
4. Execute a variety of hybrid solo and collaborative projects within the context of game design and play theory.
5. Demonstrate an understanding of basic electronics and electronic theory through the integration of simple electronic circuits into physical projects.
6. Demonstrate an understanding of software design by incorporating programmed elements into their projects
using Unity.
7. Demonstrate the core characteristics and mechanics of game design by building and testing a variety of solo and collaborative projects.
GRADING CRITERIA Studio assignments will be evaluated on the basis of the following criteria: conceptual development, creative exploration, evidence of research and incorporation of underlying themes as they apply to the project parameters, resolution of formal, material and media investigation, articulation of ideas and methods during the critique process. Written assignments will be based on the following criteria: clarity and organization of writing, questions posed, incorporation of research and quotes into text, articulation of ideas, bibliography. Presentations will be based on the following criteria: comprehensive and clear analysis, engagement with the ideas and issues raised, depth and application of questions raised. Interim Grades: Students will be provided with 20% of their final mark (in writing) at least one week before the deadline for withdrawing from courses each semester. Participation: Participation may include some or all of the following: arriving on time, listening to lectures and instruction, being prepared and working in class time, sharing ideas, concepts and creative exploration and conceptual development with other students and cooperating in group projects, analyzing and offering opinions about work in progress and listening to and being an active participant in critique and discussions. Note: Participation will account for no more than 15% of the final mark. Late Work: Late work will not be accepted if more than 7 days after the initial due date. All late work will be subject to a penalty of 10% per week. Students may not re-submit previously graded work or work produced for other courses for evaluation. Attendance Policy: Since students benefit from an active involvement with faculty and with their fellow students, the College requires that they attend and participate fully in classes on a regular basis. Marks are not assigned for attendance. However, a student with three or more unexcused absences may be assigned a failing grade for that course. Students who are more than 30 minutes late for a class may, at the discretion of the faculty member, be marked absent. Academic Considerations for Religious Observance: A student who foresees a conflict between a religious obligation and any scheduled class assignments, including the final examination or critique, must notify his/her instructor in writing and in the case of final examinations and critiques must make a written request to the appropriate Faculty Office within three weeks of the first class. Late requests for an exam or critiques deferral are subject to a fee of $70.
Atelier I, Fall 2013 V1 4
Plagiarism and Student Conduct: Each student has final responsibility for her or his conduct. Students are expected to be aware of and abide by the regulations as they have been established in OCAD's current academic and non-academic policies, which can be found on the OCAD website at http://www.ocad.ca/students/student_policies/academic_policies.htm These policies outline the responsibility of students to conduct themselves appropriately, reflecting the highest standards of integrity in non-academic as well as academic behaviour. All allegations of misconduct will be reported and investigated as per the current policies. Respectful Work & Learning Environment OCAD University supports a respectful work and learning environment that values and promotes principles of diversity and inclusion, and one that does not tolerate discrimination, harassment and/or bullying. Members of the OCAD University community are encouraged to view the Respectful Work & Learning Environment policy at the following link: http://www.ocad.ca/Assets/pdf_media/ocad/about/policies/respectful_work_and_learning_environment_policy.pdf Student Prep: On average students should expect a minimum of six hours per week completing work and doing assignments outside of class time. SUGGESTED READINGS Brenda Braithwaite and Ian Schreiber, Challenges for Game Designers. Ken Friedman, The Fluxus Performance Workbook Rosalind Krauss, excerpt from Passages in Modern Sculpture. Tracy Fullerton, Game Design Workshop ONLINE RESOURCES
HEALTH AND SAFETY INFORMATION
Health and Safety is paramount to all students and staff at OCAD. While prescribed materials in this course have specific health and safety concerns that will be covered in class, some element of material exploration will take place on the part of the student. It is critical that your faculty member or the technician on duty be approached with any questions re: specific materials or tools that the student is otherwise unfamiliar with in order to ensure proper and safe handling. All members of the OCAD community are required to abide by the OCAD Health & Safety Policy. It is posted on the Health & Safety buletin board on level 1 of 115 McCaul Street and at the following link:
http://www.ocad.ca/about_ocad/administrative_policies.htm#health
Insert additional Health and Safety information that pertains to this course and studio space.
DISCLAIMER Course outlines are planning documents and may be amended as the course proceeds. Students will be notified and consulted about all changes. See Calendar for details.
Atelier I, Fall Schedule 2013 V1 1
Fall Schedule – Atelier I: Discovery Course Title: Atelier I: Discovery Course Code: DIGF 2D02 Course Type: Studio/Seminar Course Section: 1 Semester Offered: Fall Course Meeting Times: Thursday 8:30 – 11:20 pm, rm. 7301, 205 Richmond Thursday 11:50 – 1:20 pm, rm. 358, 100 McCaul Friday 8:30 – 11:20, rm. 7301, 205 Richmond Friday 11:50 – 1:20 pm, rm. 358, 100 McCaul Lab Meeting Time: Friday 3:00 – 6:30 pm, rm. 317G, 100 McCaul Office Hours: by appointment Date: September 2013 ASSIGNMENTS DESCRIPTION(S) Assignment # 1: 8 x Challenges Students will execute 8 Challenges that will be determined as they move through the course. Challenges can be solo or collaborative efforts. Challenges will test students’ imaginations and their ability to work quickly in problem-solving and intensely creative situations. Assignment # 2: Game Design Challenge and required reading: “The Fluxus Performance Workbook” Students will be given a Game Design Challenge to develop in small, collaborative teams. The Game Design Challenge will be assessed by students and faculty who will “play” each team’s submission. Assignment # 3: Electronics Challenge and required reading: “Passages” Build an electronic Rube Goldberg Machine! Projects may be executed with materials supplied by the instructor and with materials sourced by each student. Assignment # 4: Programming Challenge and required reading Build a homage to an unrelated place and an unrelated event inside Unity. Projects may be executed with materials supplied by the instructor and with materials sourced by each student. Assignment # 5: Unity Project “Pitch”
Atelier I, Fall Schedule 2013 V1 2
Working in approved teams or idividually, students will produce a presentation wherein they professionally “pitch” their concept for a Unity project that will be executed in the winter semester. GRADING SCHEME Grades for this course will be broken down as follows:
Assignment # 1 8 x Challenges (5% each) 40%
Assignment # 2 Game Design Challenge 10%
Assignment # 3 Electronics Challenge 10%
Assignment # 4 Programming Challenge 10%
Assignment # 5 Self-Directed Unity Project “Pitch” 10%
(Concept = 5%, Presentation = 5%)
Participation 5%
Knowledge Economy 15%
Total 100%
Notes: 1. The Challenges are intended to stimulate the student’s imaginations within an individual and collaborative team context – project interpretations can vary wildly and may include a wide assortment of media and technical/non-technical approaches. 2. Challenge “constraints” will be defined on a weekly basis by the teaching faculty. 3. A documentation component must accompany each project. WEEK BY WEEK OVERVIEW Atelier Fall Weekly Schedule – August 15, 2013 – working version Week 1 Thursday, September 5
Friday, September 6
8:30 – 11:20 room 7301, 205 Richmond
Introduction to course. Introduction to instructors: Jeff, Adam, Simone, Kate, Emma
8:30 – 11:20 room 7301 205 Richmond
Second Life with Adam. Guest Lecture in world by Judith Doyle.
11:50 – 1:20 Room 358 100 McCaul
Game Design Charette led by Jeff Assign Reading #1: (”The Fluxus Performance Workbook”)
11:50 – 1:20 Room 358 100 McCaul
Make/Lab/Group Time: Play/Test Projects developed during week 1.
3:00 – 6:30
Room 317G 100 McCaul
Lab with Kyle Duffield
Atelier I, Fall Schedule 2013 V1 3
Week 2 Thursday, September 12
Friday, September 13
8:30 – 11:20 room 7301, 205 Richmond
Introduce Challenge Structure and Documentation requirements, Instruction Booklet (Adam, Simone, Jeff)
8:30 – 11:20 room 7301 205 Richmond
Adam – Introduction to Unity Scripting. Variables, Vector Math Introduction, Parameters, Loops.
11:50 – 1:20 Room 358 100 McCaul
Assign Challenge #1 -‐ Solo Jeff Lecture: “Games, Players, and Contexts”
11:50 – 1:20 Room 358 100 McCaul
Make/Lab/Group Time
3:00 – 6:30
Room 317G 100 McCaul
Lab with Kyle Duffield
Week 3 Thursday, September 19
Friday, September 20
8:30 – 11:20 room 7301, 205 Richmond
Critique Challenge #1 (Jeff, Adam, Simone)
8:30 – 11:20 room 7301 205 Richmond
Adam – Colo(u)r with code. Introduction to Time.time.
11:50 – 1:20 Room 358 100 McCaul
Assign Challenge #2 “Invite or Go” – Field Trip (TBD – UbiSoft?)
11:50 – 1:20 Room 358 100 McCaul
Make/Lab/Group Time
3:00 – 6:30
Room 317G 100 McCaul
Lab with Kyle Duffield
Week 4 Thursday, September 26
Friday, September 27
8:30 – 11:20 room 7301, 205 Richmond
Critique Challenge #2 (Adam, Simone, visiting expert – TBD)
8:30 – 11:20 room 7301 205 Richmond
Adam – GUI Elements. Buttons, Sliders, Events.
11:50 – 1:20 Room 358 100 McCaul
Assign Challenge #3 Assign Reading #2: “Passages” “Invite or Go” – Visiting Artist (TBD – Nobuo Kubota?)
11:50 – 1:20 Room 358 100 McCaul
Make/Lab/Group Time
Atelier I, Fall Schedule 2013 V1 4
3:00 – 6:30 Room 317G 100 McCaul
Lab with Kyle Duffield
Week 5 Thursday, October 3
Friday, October 4
8:30 – 11:20 room 7301, 205 Richmond
Critique Challenge #3 (Jeff, Adam, visiting expert – TBD)
8:30 – 11:20 room 7301 205 Richmond
Adam – Sounds with Code. Adding and controlling sound objects.
11:50 – 1:20 Room 358 100 McCaul
Assign Challenge #4 Simone Lecture (Spatial Practice)
11:50 – 1:20 Room 358 100 McCaul
Make/Lab/Group Time
3:00 – 6:30
Room 317G 100 McCaul
Lab with Kyle Duffield
Week 6 Thursday, October 10
Friday, October 11
8:30 – 11:20 room 7301, 205 Richmond
Critique Challenge #4 (Adam, Jeff, visiting expert – TBD)
8:30 – 11:20 room 7301 205 Richmond
Simone Electronic Instruction
11:50 – 1:20 Room 358 100 McCaul
Assign Self-‐Directed Unity Project Simone: Introduction to Rube Goldberg Challenge
11:50 – 1:20 Room 358 100 McCaul
Make/Lab/Group Time: Work on Simone’s Electronic Challenge
Week 7 Thursday, October 17
Friday, October 18
8:30 – 11:20 room 7301, 205 Richmond
Simone Electronic Instruction 8:30 – 11:20 room 7301 205 Richmond
Simone Electronic Instruction
11:50 – 1:20 Room 358 100 McCaul
“Invite or Go” – Visiting Artist (TBD)
11:50 – 1:20 Room 358 100 McCaul
Critique Simone’s Electronic Challenge (Simone and invited guest)
Atelier I, Fall Schedule 2013 V1 5
3:00 – 6:30 Room 317G 100 McCaul
Lab with Kyle Duffield
Week 8 Thursday, October 24
Friday, October 25
MID-‐TERM WARNINGS DUE
8:30 – 11:20 room 7301, 205 Richmond
Assign Challenge #5 Assign Reading #3: TBD -‐ ADAM
8:30 – 11:20 room 7301 205 Richmond
Adam – Textures, Particle Systems, Collisions.
11:50 – 1:20 Room 358 100 McCaul
“Invite or Go” – Field Trip (TBD – InterAccess?)
11:50 – 1:20 Room 358 100 McCaul
Make/Lab/Group Time
3:00 – 6:30
Room 317G 100 McCaul
Lab with Kyle Duffield
Week 9 Thursday, October 31
Friday, November 1
8:30 – 11:20 room 7301, 205 Richmond
Critique Challenge #5 (Adam, Jeff, visiting expert -‐ TBD)
8:30 – 11:20 room 7301 205 Richmond
Adam – Classes, Objects, Integration.
11:50 – 1:20 Room 358 100 McCaul
Reminder: “Pitch” due next week! Adam Lecture (TBD)
11:50 – 1:20 Room 358 100 McCaul
Make/Lab/Group Time
3:00 – 6:30
Room 317G 100 McCaul
Lab with Kyle Duffield
Week 10 Thursday, November 7
Friday, November 8
8:30 – 11:20 room 7301, 205 Richmond
Adam – Programming Challenge instruction
8:30 – 11:20 room 7301 205 Richmond
Adam – Programming Challenge due
11:50 – 1:20 Room 358 100 McCaul
Assign Challenge #6 “Invite or Go” – Field Trip (TBD – Bento Miso?)
11:50 – 1:20 Room 358 100 McCaul
Make/Lab/Group Time
Atelier I, Fall Schedule 2013 V1 6
3:00 – 6:30 Room 317G 100 McCaul
Lab with Kyle Duffield
Week 11 Thursday, November 14
Friday, November 15
8:30 – 11:20 room 7301, 205 Richmond
Critique Challenge #6 (Jeff, Adam, visiting expert – TBD)
8:30 – 11:20 room 7301 205 Richmond
Adam – Advanced Control Structures.
11:50 – 1:20 Room 358 100 McCaul
Assign Challenge #7 “Invite or Go” – Visiting Artist (TBD)
11:50 – 1:20 Room 358 100 McCaul
Make/Lab/Group Time
3:00 – 6:30
Room 317G 100 McCaul
Lab with Kyle Duffield
Week 12 Thursday, November 21
Friday, November 22
8:30 – 11:20 room 7301, 205 Richmond
Critique Challenge #7 (Jeff, Simone, visiting expert – TBD)
8:30 – 11:20 room 7301 205 Richmond
Adam – instruction period Reminder: Pitches due on Friday, November 29
11:50 – 1:20 Room 358 100 McCaul
Assign Challenge #8 Make/Lab/Group Time
11:50 – 1:20 Room 358 100 McCaul
Make/Lab/Group Time
3:00 – 6:30
Room 317G 100 McCaul
Lab with Kyle Duffield
Week 13 Thursday, November 28
Friday, November 29
8:30 – 11:20 room 7301, 205 Richmond
No class – makeup day for Thanksgiving
8:30 – 11:20 room 7301 205 Richmond
Students “pitch” their individual projects that span fall and winter semester (Adam, Simone, Jeff)
11:50 – 1:20 Room 358 100 McCaul
No class – makeup day for Thanksgiving
11:50 – 1:20 Room 358 100 McCaul
Pitch Feedback Session
3:00 – 6:30
Room 317G No Lab
Atelier I, Fall Schedule 2013 V1 7
100 McCaul
Week 14 Thursday, December 5
8:30 – 11:20 room 7301, 205 Richmond
Critique Challenge #8 (Adam, Simone, Jeff)
11:50 – 1:20 Room 358 100 McCaul
End of semester BYOA
WINTER Schedule - Atelier II: Collaboration Course Title: Atelier II: Discovery Course Code: DIGF 2D03 Semester Offered: Winter 2014 Course Meeting Times: Tuesdays, 11:30AM-12:30PM, 205 Richmond St. West, Room 7402 Thursdays, 8:30AM - 11:20AM, 205 Richmond St. West, Room 7301 Thursdays, 11:50AM - 1:20PM, 205 Richmond St. West, Room 7301 Fridays, 9:00AM-11:20AM, 205 Richmond St. West, Room 7301 Fridays, 11:50AM-1:20PM, 205 Richmond St. West, Room 7301 Also TALKxTALK lecture attendance (some Thursdays, 4:30PM) – see below PROFESSORS: Paula Gardner [email protected] Kate Hartman [email protected] Jeff Watson [email protected] Emma Westecott [email protected] Specialist instructor: Bentley Jarvis [email protected] OFFICE HOURS: By appointment. Please email the professors(s) you would like to meet with to arrange a time. Credit Value: 1.5 credits Prerequisite: DIGF 2D02: Atelier I: Discovery COURSE DESCRIPTION In the Winter semester of the Atelier students develop their ideas and execute their projects as prototypes collectively with feedback from faculty and industry partners. Atelier II: Collaboration is linked to Atelier I: Discovery and builds on the practical and technical skills gained in the fall semester. The course encourages a wide range of approaches to collaborative research and practice-based problem-solving methods. Interaction with industry partners begun in the first semester in Atelier I: Discovery is deepened in the second semester with Atelier II: Collaboration as students work towards a physical articulation of their creative projects. TALKxTALK The course also includes the required attendance of the TALKxTALK lecture series. The schedule for these talks will be distributed in the Winter semester. Most talks are held on Thursdays at 4:30pm, some may be on Tuesdays at 3pm. The talks are held at 49 McCaul Street.
Seminar Topic 2013/2014: Game Design and E-Global The Atelier is designed to provide Digital Futures students with foundational knowledge in Game Design theory and praxis within the context of independent entrepreneurism. This Winter the course adds readings in digital theory that pertain to questions addressing the context of game design in this era of globalisation. The theory portion of the course invites students to consider larger issues --sustainability, ethics, identity/subjectivity, cultural practices (eg maker communities), political commitments— that help us to design games to a particular end, and/or with attention to the impacts that could potentially occur. The course includes two game challenges that incorporate theoretical consideration and trains students to write a complete research paper on a topic of interest to her/him. The course culminates in a field trip to New York City, where students will engage in a series of workshops and creative challenges. Continuing to build skill sets acquired last term from the game challenges, the course continues to engage in Game Design within both real and virtual environments. Students will flex their muscles of agility-- working ably with different groups, employing different skill sets, and carefully considering concept and theory with attention to the end user experience and impact of the culminating game design. In the Winter Semester the Atelier introduces a fundraising component to the early part of the course, that instructs students in (entrepreneurial) fund raising practices and, more practically, seeks to obtain funds to support the student field trip to NYC in the latter part of the term. Weekly Labs are also offered to provide students with specific instruction in 3DS Max. Classes are augmented with visiting lecturers and field trips to local gaming businesses. Particular sessions are dedicated to reading primary and secondary readings in the area of digital theory, and discussing these both verbally, through written blog interventions and formal written work. Prerequisite: All required 100-level Digital Futures Studio and STU/SEM courses and 1.0 credit of first-year liberal arts & sciences (including the Writing course with a minimum passing grade of 60%). BIOGRAPHIES OF COURSE LEADERS:
Paula Gardner Paula Gardner is a new media studies practitioner and scholar whose collaborative work queries the role of computational logics, gender and neoliberalism in science and technology. Paula co-directs OCAD’s mobile experience lab, that creates critical interfaces that exploit consumer grade technologies. Her current work includes a gesture-based platform for dance improvisation and dance therapy, Meditative Therapy apps to treat depression and data aesthetics to improve communication regarding Fetal Alcohol Syndrome. Gardner’s work can be found in varied anthologies and journals, and at: www.paulagardner.ca and www.mobilelab.ca. Kate Hartman is an artist, technologist, and educator whose work spans the fields of physical computing, wearable electronics, and conceptual art. Her work has been exhibited internationally and featured by the New York Times, BBC, CBC, NPR, in books such as “Fashionable Technology” and “Art Science Now”. She was a speaker at TED 2011 and her work is included in the permanent collection of the Museum of Modern Art in New York. Hartman is based in Toronto at OCAD University where she is the Assistant Professor of Wearable & Mobile Technology and Director of the Social Body Lab. She is also the director of ITP Camp, a summer program at ITP/NYU. www.katehartman.com research.ocadu.ca/socialbody Jeff Watson is an artist, designer, researcher, and Assistant Professor of Digital Futures at OCAD University. His work focuses on investigating how game mechanics, pervasive computing, and social media can enable new forms of storytelling, participation, and civic engagement. http://remotedevice.net/ Emma Westecott Emma has worked in the game industry for over 20 years: in development, research and the academy. She achieved international recognition for working closely with Douglas Adams as designer then producer for the best-selling CD-ROM Adventure Game, Starship Titanic (1998, Simon & Schuster). Since then, Emma has built up a worldwide reputation for developing original as well as popular game projects. URLs: Personal: http://www.shenerd.com Academic: http://ocad.academia.edu/EmmaWestecott Research: http://research.ocadu.ca/gameplay/home REQUIRED TEXTBOOKS/COURSE PACKS: All readings are linked to the CANVAS website for this course.
COURSE ORGANIZATION: This course consists of workshops, practice periods, lectures and small group work. Students are expected to read the required readings, attend all classes, participate in all activities and contribute to discussion. Plan to accommodate a minimum of 18 hours per week of work outside of this class, with team and class members and on your own, for this course. Absences from class must be supported with official documentation; three unsupported absences may jeopardize your standing in the course. Final Exam: This class does not have a final exam The exam policy and protocols can be found at the following web link: <Web link to the OCAD University Exam protocols> Weekly Course Schedule Atelier Winter Weekly Schedule
WEEK STARTING M
Tu 11:30AM - 12:30PM W
Th 8:30AM - 11:20AM
Th 11:50AM - 1:20PM
F 9:00AM- 11:20AM
F 11:50AM- 1:20PM
LOCATION
7420
7301 7301 7301 7301
Week 1
6th January
2014
Welcome to Atelier II -
Emma, Kate, Jeff &
Paula (30mins)
followed by Long form
game kickoff
fundraising/NYC prep
- Emma Theory -
Paula
eGlobal fundraising/N
YC prep - Kate
Week 2
13th January
2014
3D Lab - Bentley
Jarvis
Emma's Long form
game class
fundraising/NYC prep
- Emma Theory -
Paula
eGlobal fundraising/N
YC prep -
Jeff
Week 3
20th January
2014
3D Lab - Bentley
Jarvis
Emma's Long form
game class
Toronto indie
games business
invited lecture
Theory - Paula
eGlobal: Toronto -
Jeff
Week 4
27th January
2014
3D Lab - Bentley
Jarvis
Emma's Long form
game class
Toronto indie
games site visit
Theory - Paula
eGlobal: Toronto -
Kate
Week 5
3rd February
2014
3D Lab - Bentley
Jarvis
Emma's Long form
game class
Toronto indie
games business
Theory - Paula
eGlobal: Toronto -
Kate
Week 6
10th February
2014
3D Lab - Bentley
Jarvis
Emma's Long form
game class
Toronto indie
games site visit
Theory - Paula
eGlobal: Toronto -
Jeff
Reading Week
17th February
2014
Week 7
24th February
2014
3D Lab - Bentley
Jarvis
Emma's Long form
game class
Toronto indie
games business
Theory - Paula
eGlobal: Toronto -
Kate
Week 8
3rd March
2014
3D Lab - Bentley
Jarvis
Emma's Long form
game class
Toronto indie
games site visit
Theory - Paula
eGlobal: Toronto -
Kate
Week 9
10th March
2014
no class no class
eGlobal: NYC
prep - Kate
eGlobal: NYC prep -
Kate
Week 10
17th March
2014
NYC - Kate & Jeff
NYC - Kate & Jeff
NYC - Kate & Jeff
NYC - Kate & Jeff
NYC - Kate & Jeff
NYC - Kate & Jeff
NYC - Kate & Jeff
Week 11
24th March
no class
Level up prep
Level up prep
Level up prep
Level up prep
2014
Week 12
31st March
2014 no class
Level Up setup
Level Up 2014 no class no class
Week 13
7th April 2014
no class
no class
Games/Level Up debrief
eGlobal showcas
e eGlobal
showcase
Tuesday night is NERD
NIGHT - a weekly working slot for
technical support
Detailed Weekly Schedule Week 1 Thursday, January 9 Session 1 • Welcome to Atelier II: Emma, Jeff, Kate, Paula • Lecture: Game Structure: Character, Camera, Controls (Emma) Session 2 • Long form game brief, team formation and fundraising brainstorming (Emma) Reading: Henry Jenkins, “Game Design as Narrative Architecture” http://web.mit.edu/cms/People/henry3/games&narrative.htm Friday, January 10 Session 1: Ways of Seeing, Ways of Using Theory (Paula) Readings: • John Berger, Ways of Seeing (Chapter one 1-30). • Michel de Certeau. The Practice of Everyday Life. “Space and Place” pp 124-134 (from paragraph “117 (“Spaces and Places”) to paragraph “131”) Lecture references: • Excerpts from Labyrinth by Jorge Borges http://www.goodreads.com/work/quotes/376514-labyrinths • Excerpts from Charles Baudillaire and Benjamin on the flaneur http://www.thelemming.com/lemming/dissertation-web/home/flaneur.html
• Excerpts from “The Flaneur” in Illuminations, Walter Benjamin, edited by Hannah Arendt (pp 35-66) http://victorianpersistence.files.wordpress.com/2012/01/benjamin-ii-the-flaneur.pdf Week 2 Thursday, January 16 Session 1 • Team game pitch presentations (Emma) Session 2 • NYC fundraising session (Emma) Friday, January 17: Session 1: Mobility, Flaneurs and Spectacle (Jeff) Readings: • Walter Benjamin: Some Motifs on Baudellaire from Illuminations. • Guy Debord. Society of the Spectacle. (Ch 1 and Ch 7 Territorial Domination) Recommended: • Margaret Cohen: "Walter Benjamin's Phantasmagoria." New German Critique 48 (1989): 87–107. • Stephen Duncombe: Dream: Re-imagining Progressive Politics in an Age of Fantasy. New York: The New Press, 2007. Print. 125-135. • Karl Marx. A Contribution to the Critique of Political Economy. Moscow: Progress Publishers. Preface. http://www.marxists.org/archive/marx/works/1859/critique-pol-economy/preface.htm Week 3 Thursday, January 23 Session 1 • Team game design presentations (Emma) Session 2 • Toronto indie games business invited lecture (Emma) Friday, January 24: Session: 1: Producing Mobility, Constructing Reality (Paula) Readings: • Tim Cresswell, “The Production of Mobilities” from On the Move (pp1-24) • Jean Baudrillard. “The Precession of Simulacra” from Simulacra and Simulation Lecture reference: • Recommended: Walter Benjamin: The Arcades Project (excerpts) Expo of 1935, p 2-7 Assignments Due: Game Design Document Presentations Research Paper Topic
Afternoon session: Community discovery challenge issued (due Feb 14th) Week 4 Thursday, January 30 Session 1 • Lecture: Mechanics, Dynamics, Aesthetics: A language for game design (Emma) Session 2 • Toronto indie games business site visit (Emma) Readings: • Robin Hunicke, “MDA: A Formal Approach to Game Design and Game Design Research” http://www.cs.northwestern.edu/~hunicke/MDA.pdf Friday, January 31 Place and Space: the Subaltern and the Urban Readings: • Homi K. Bhabha . “Interrogating Identity: Fritz Fanon and the postcolonial Prerogative” from The Location of Culture [2004] • David Pinder “Arts of urban exploration” Cultural Geographies October 2005 12: 383-411, • Lev Manovich; The Poetics of Augmented Space from New Media Theories and Practices of Digitexuality Everett & Caldwell, eds. New York : Routledge, 2003 (75-92) Lecture Refs: • Castells: “Space of flows, timeless times, mobile networks”, in Mobile Communication and Society: A Global Perspective (2007)
• Doreen Massey. “General Introduction”. Space, Place and Gender. Minneapolis : University of Minnesota Press, 1994.
Week 5 Thursday, February 6th Session 1 & 2 with invited game industry feedback • Team game alpha presentations (Emma) Friday, Feb 7th Situationism and Mapping Readings: • Simon Sadler. The Situationist City. P 1-66. • Marc Tuters, “From Mannerist situationism to situated Media”,Convergence Lecture Refs: • Mobile Mapping: Portage, Biomapping, NSCAD Kim Morgan…
• Christian Nold, “Legible Mob” in making Things Public: Atmospheres of Democracy, pp 846-853 Visit these websites (samples of Situationist Mobile Art): • Tracing Mobilities: http://trampoline.org.uk/tracingmobility/ • City mapping: the Maps of Amsterdam Project, Esther Pollack http://realtime.waag.org/ • Drew Hemmitt’s Mobile art: http://www.futuresonic.com/futuresonic/mobile_connections/ Assignments Due: Game Alpha Presentations Annotated Bibliography and Outline Week 6. Thursday, January 30 Session 1 • Lecture: Game tuning (Emma) Session 2 • Toronto indie games business invited lecture (Emma) Friday, Feb 14 Gender, Orientalism, Identity, Difference Readings: • Donna Haraway: “Manifesto for Cyborgs” in Simians, Cyborgs and Women: The Reinvention of Nature • Gayatri Spivak “Can the Subaltern Speak?” in Marxism and the Interpretation of Culture. Eds. • Cary Nelson and Lawrence Grossberg. Urbana, IL: University of Illinois Press, 1988: 271- 313. (Students: Read from header “Can the Subaltern Speak”, onward) • Eduard Said. Orientalism [1978] . Routledge & Kegan Paul; London and Henley. Students: Read pp 1-9 Afternoon session: Community discovery challenge presentations Assignments Due: Community discovery challenge documentation Week 7: Reading Week. No Classes. Week 8 Thursday, Feb 27th Session 1 & 2 with invited game industry feedback
• Team game beta presentations (Emma) Friday, Feb 28th Mobility--Public and Global Spaces Readings: • Anne Galloway. Intimations of Everyday Life: Ubiquitous computing and the city • Andre Lemos. “Post—Mass Media Functions, Locative Media, and Informational Territories: New Ways of Thinking About Territory, Place, and Mobility in Contemporary Society” in Space and Culture, November 2010; vol. 13, 4: pp. 403-420. Recommended: • Mann, Nolan and Barry Wellman: “Sousveillance: Inventing and Using Wearable Devices” in Sousveillance and Society 1/3 pp 331-355 (CANVAS) Assignments Due: Game Beta Presentations Research Paper Draft Week 9: Friday, March 7th : Nomadism, Border Crossing, Multiple Windows Readings: • Rosi Braidotti “Embodiment, Sexual Difference, and the Nomadic Subject” DOI: 10.1111/j.1527-2001.1993.tb00625.x Hypatia Volume 8, Issue 1, pages 1–13, February 1993 • Anne Friedberg, Chp 5, The Multiple from The Virtual Window, pp 191- 239 Week 10: E-Global/New York Week 11: No Class / Level Up Prep Week 12: Level Up 2014 Week 13: EGlobal Showcase Assignments Due: March 28th (To be confirmed) Research Paper Final Paper -----
ASSIGNMENT DESCRIPTIONS TALKxTALK Attendance & Tweeting are required throughout the semester and are graded assignments. You must attend all TALKxTALK lectures and tweet a comment regarding the talk, directly following (or during) the lecture. If you cannot attend a lecture, you must contact Paula to let her know and propose an alternative lecture as a substitute; you will attend that lecture and write a paragraph long entry regarding the lecture on the Canvas discussion board, to which your classmates will post responses. Game Assignments
1. Game Art and Code Project: Each student will submit functional and individual 3D art and Unity code samples in Unity game engine that contribute towards long form game project
2. Game Design Documents and Presentation: Each team will produce, present and maintain GDD’s for their long form game project to follow given format, roles are expected to be clearly defined within team.
3. Game Alpha Presentation: A game alpha in this context is understood as a playable game level with complete or placeholder graphics
4. Game Beta Presentation: A game beta in this context is understood as a finished and playtested game level with complete assets and interface
a. Theory As Brain Food: Theory Inspired Game Design - Each team must display engagement with readings from (theory and gaming) classes in their game design process via a series of weekly posts. Deliverable: Weekly blog entry reflecting upon how the reading might inform or apply to your game design process in class. Each entry should be at least 8 sentences and discuss a key idea in the work and reflection. b. Playable, Tested Game Build: The beta must show evidence of design iteration based on play testing Research Paper: What Good is A Game?
Includes Topic, Outline, Annotated Bibliography, Full, Draft and Final Copy Theory helps us to pause and deeply probe the nature of the digital
technologies and methods that we use to work with them-- their ideological assumptions, how a method or output (game narrative, characters or strategies) might sustain problematic cultural practices, reveal them or incite users to effect change. This research paper asks you to consider, broadly, the possibilities of game design—what a game has done, or can do, as designed and used in a particular time and space. The goal of the assignment is to familiarize you with a group of theoretical writings that critically probe an area of inquiry to help you to think about game design as a activity that might impact: identity practices, understanding of self (or “subjectivity”), or consumer or citizenship practices. The paper is an opportunity to respond to key ideas we address in the Atelier that address game design in the context of 21st century globalization and entrepreneurship such as: locatedness, mobility, space, place, identity, and consumer citizenship.
In the paper, you will examine three scholarly papers or book chapters that critically address practices of digital gaming (e.g. game technologies, methods, the
use of games in everyday life, etc) in an era of 21st century globalization. Readings can come from a range of “fields” or disciplines: including communication, media studies, cultural anthropology, STS, cultural geography, among others. Readings can be highly theoretical or applied theory. The point is to target a topic of concern or interest to you and probe it, thinking about how it might be caused by, better understood, or even tackled via game design. You are welcome to reflect upon the game project you are engaged with in the Atelier. The paper, however, should more broadly probe the practice of game design, its potentials and problematics —what a game has done, or might accomplish, through design, or when used in a particular place and time.
Details: You will vet your topic with your instructor (Paula). Your paper will compare and contrast the ideas of three scholarly articles that differently address a particular topic. Your research paper will outline and compare these critical readings, building an argument regarding how to think about a particular condition, outcome or potential of a game (or gaming technologies): e.g. political goals, identity or subjectivity outcomes, consumer practices, political change, etc. The paper will be 6-8 pages long. Deliverables throughout the term include: Topic, Outline, Annotated Bibliography, Draft and Final Paper. Each of these steps will be explained to you and support will be provided, enabling you to complete the steps. E-Global Assignments The e-Global component of the Atelier encourages students to think about how urban environments and communities can act as fertile incubators for innovation. This semester we will take a look at the breadth, depth, and lineage of innovation communities through site visits in both Toronto and New York City. Sites will include research labs, startups, design studios, crowd-funding organizations, and hacker/maker spaces.
1. Site Reports and Fundraising For each site visit students will work in teams to conduct preparatory research, develop interview questions, facilitate and document the visit, and compile the resulting media into an agreed-upon site report format that is ready for publication. Each student will be part of the journalist team for 4 different site visits. Some of the site visits will be arranged by the course instructors and some will be arranged by the students. Site reports will be compiled into a final print-on-demand publication - a Digital Futures Field Guide to Toronto and New York. An Indiegogo campaign will be designed and launched at the beginning of the semester to fund travel to New York and cover other costs associated with the production of this publication.
2. New York Production Challenges Our days in New York will be structured as follows: mornings will be site visits and afternoons and evenings will be intensive production time. Each site visit will be followed by a daily production challenge inspired by the morning’s activities. Students will have the remainder of the day (4-6 hours) to complete the challenge. Challenge responses can take the form of games, software, social media campaigns,
physical computing projects, or design explorations. Documentation of each challenge response is required.
For all assignments please see CANVAS Assignment pages for full descriptions, deliverables, and evaluation criteria. GRADING SCHEME TalkxTalk Attendance & Tweeting; and Full Class Participation* 15% Game Assignments 30%
1. Game Art and Code Project (individual) (5%) 2. Game Design Documents and Presentation (individual) (10%) 3. Game Alpha Presentation (group) (5%) 4. Game Beta Presentation (group)
a. Theory As Brain Food: Theory Inspired (Game) Design (5%) b. Playable, tested build (5%) Critical Game/Global Research Paper 20%
Includes Topic, Annotated Bibliography, Draft and Final Copy (6-8 pages) E-Global Assignments 35%
1. Toronto & New York Site Reports (3 x 5%, 15 % total) 2. New York Production Challenges (5 x 4%, 20% total)
Total 100%
* Full participation means attending class routinely, coming on time and remaining through the entire class, coming to class prepared and participating fully (via blogging, verbal exchange, group work and completing all deliverables). ASSIGNMENT DUE DATES
Due Date Assignment Instructor Percentage
January 23rd Game Design Documents including Art and Code
Emma 15%
January 24th Research Paper Topic Paula 0%
February 6th Game Alpha Presentations Emma 5%
February 7th Research Paper: Annotated Bibliography and Outline
Paula 5%
February 27th Game Beta Presentations Emma 10%
February 28th Research Paper Draft Paula 5%
March 10th Research Paper Final Copy Paula 10%
March 14th (Toronto); March 28th (NY)
Site Reports (NY & Toronto) Jeff/Kate 5% x3= 15%
March 21st New York Production Challenges Jeff/Kate 20%
Ongoing Attendance at TALKxTALK Lecture Series, and Tweeting
All 15%