D E TA I L S
COURSE DESCRIPTION IL LUS 3 63 2 MAK ING P L AY: GAMES Jason Beene
COURSE LEVEL: J uni or, Sen ior (Elect ive) Thi s course f ul f i l l s the Il lu s t ra t ion C on cept s requ iremen t for Ju n iors .
3 CREDITS “One of the most difficult tasks men can perform, however much others may despise it, is the invention of good games and it cannot be done by men out of touch with their instinctive selves.” – Carl Jung
PR E RE QU I SI T E S
REL AT E D ST U DI E S
PROF E SSI ON A L AF F I N I T I E S M E DI A AF F I N I T I E S
CONTENT AND CONCEPT IMAGING SKILLS PROFESSIONAL PRACTICE
The ability to play is a complex activity that is at the core of human learning. From “Monopoly” to poker, “Doom” to the baseball diamond, games allow us to explore social interactions, take risks, set goals, develop skills, and expand our imaginations while entertaining us without serious consequences. What makes a game fun? Or memorable?
Not Offered 2019-20
Re q u ire d S o p h o m o r e Stu d i os o r p e r m is s io n o f in s tr u c to r
Wo r d s , Im a g e s , Id e a s Illu s tr a to r a s D e s ig n e r 2D or Not 2D T h e E n tre p re n e u r W h a t’s Yo u r Sto r y? Tr a d itio n s , Tr a p p in g s , C u ltu r e, K i t sch C h a ra c te r & E n v iro n m e n t Desi gn f or 3D G a m i n g P u p p e try a n d Pe rf o r m a n c e 3 D Illu s tr a tio n Vo ic e + Vis io n Gra p h ic d e s ig n , g a m e d e s i gn , i n t er a ct i v e desi gn , c o n c e p t/ p r o b le m s o lv in g OP E N ME D IA: p e n & in k / s c r a t ch boa r d, m i xed m edi a / c o lla g e, d ra w in g / p a in tin g , di gi t a l 2 D/ 3D, pr i n t m a ki n g, a n im a tio n , p h o to g r a p h y, f il m / v i deo
In this class, we will explore the intersections of learning, experimentation, and play. In our constructed projects, we will search for innovative ways to expand or reinvent game traditions. Through individual and collaborative projects, we will examine how game mechanics (rules/systems) thoughtfully combined with game aesthetics (visuals/story) can be used to craft engaging, memorable and informative user/player experiences. Our goal is to develop primarily non-digital games that are conceptually innovative responses to various questions you pose related to play. Quality assurance and usability concerns will be explored through focus group play tests. “Without this playing with fantasy no creative work has ever yet come to birth. The debt we owe to the play of imagination is incalculable.” – Carl Jung
Capacity: 15 CONTACT INFORMATION www. jasonbeene.blogspot.com jbeene@risd.edu OFFICE: ISB 117
FALL