Intro To GD Syllabus F22
Intro To GD Syllabus F22
Overview
Intro to Game Design is a one-semester course that explores the fundamentals of game design.
The focus of the class is the actual creation of several games, mostly working off the computer.
Over the course of the semester, we will explore games through many different frames: as
formal systems of rules, as the human experience of play, and as culture that derives its
meaning from larger contexts. The course focuses on the elementals common to all games that
are fundamental for a game designer working in any format, from physical and social games, to
board and card games to computer and videogames. Although the focus of the course is on the
creation of non-digital games, digital games will also be discussed, including the design and
documentation of digital games. The main projects of the course are several short game
assignments. For the final project, students will select a project completed earlier in the
semester to expand and refine.
SPECIAL NOTE: Due to the ongoing pandemic, please note that class logistics may need to
change during the semester. For example, holding class meetings online, adjustments of
assignments and deadlines, etc. Instructors will make all efforts to keep you posted about any
changes. Please do not hesitate to bring up any concerns you may have.
Course Goals
- Explore the basic methodologies and conceptual skills of game design, including
systems thinking, the iterative design process, playtesting, design collaboration, and
critical design analysis.
- Gain the experience of actually creating several playable games using a rigorous and
iterative design process.
- Foster an understanding of what games are, on and off the computer, and how they
function to create meaningful experiences for players.
- Explore fundamental concepts relating to games and design, such as rules and play,
emergent complexity, long and short-term goals, etc. This includes understanding
games as formal systems, human experience, and cultural contexts.
- Become familiar with foundational texts in the field of game design and understand
game design as a field that encompasses all kinds of games.
- Link the ideas of the course to contexts outside the class, including computer and
video games, work in professional game industry, and forms of media and culture
outside of games.
Readings
Many weeks during the class, a reading will be discussed. All students are required to complete
the reading and be ready to discuss on the day that the reading is listed. When readings are
assigned:
In addition, readings will be discussed in class. Many readings for the course will be taken
from the following two books. All students are required to acquire copies of both.
Other readings will be provided by the instructor. Over the course of the semester, readings
may change slightly from what is specified here in the syllabus. The instructor will give advice
notice for such changes.
Assignments
Each class assignment will be accompanied by an assignment brief that details the content,
process, and design goals of the assignment. Below is an overall summary of the class
assignments, organized chronologically. While the class works on these assignments, in parallel
the class will take part in relevant exercises, discussions, and readings, as well as opportunities
for feedback and critique of the design in progress.
These design assignments are completed in groups. It is essential that you attend your group
meetings and fully participate in the design and creation of your games. For each group design
assignment, every group must turn in the following:
- Title and logline: The name and a 1-line summary that communicates its essence.
- Abstract/Overview: The name of the game, its creators, semester and class, and a 50-
100 word summary overview of the game.
- Materials list: List of all physical game materials.
- Rules: A complete description of the game rules.
- Images: 1-5 images of the game.
- Design statement: A 2-3 paragraph description of the ideas that the game is meant to
explore. What concepts does your project embody or express?
- Peer Grades: You will evaluate each of your peers based on their participation and
positive contribution to the design process. (See below for more details.)
If you do need financial assistance with materials for polished project try these makerspace
grants.
Printing Resources
Information about Game Center printing resources can be found here:
https://www.nyugamecenter.info/technology-+-resources/printing. The department can print
large format files (for large sheets of cards or a game board) as well as sheets of letter-sized
paper on cardstock. Do NOT print at the last minute, as it may mean that you are not ready in
time for class.
For Printer access at other parts of the NYU campus check out this link.
Week-by-week Schedule
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WEEK 6 Class Tues 10.11 NO CLASS
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**THANKSGIVING BREAK**
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• Functionality. Has the student or group made a playable, enjoyable game that can be
completed and does not have any obvious structural problems?
• Balance. Beyond basic playability, are the systems of the game well-balanced and does
the game provide multiple, meaningful choices for players?
• Creativity. Does the project evince innovation and uniqueness? Does it show a creative
imagination that does not solve the given design problem in an ordinary way?
• Appropriate for the assignment. Each project is a response to constraints given by the
instructor. Has the project properly addressed these constraints?
• Presentation. Each game is presented in material form, along with its rules and a
written process statement. Are these materials well-written, well-organized, and easy to
use?
Overall, the emphasis in this class is on EXPERIMENTATION and GAME DESIGN. It is more
important that you spend time revising your rules and rebalancing your system rather than on
graphic design or creating elaborate and polished materials.
That said, designing the sensory and material experience of play is part of design. So as we
move through the semester, the material qualities of the player experience is something that
you can also start exploring. The last few projects, especially the polished game, will have more
of an emphasis on the final form of the game, including the game materials.
Students will be given grades based on a point scale. Each assignment will be graded on a
point scale, and these points will be added up to determine the final grade, according to the
following:
93-100% A
90-92% A-
87-89% B+
83-86% B
80-82% B-
etc.
Game Modification 5
Formal Analysis 5
Mechanics Game 15
Narrative Game 15
Playful Intervention 10
Concept Pitch 10
TOTAL 100
Late penalties
All assignments must be turned in on time. If an assignment is not turned at the start of the
class for which it is due, its grade will drop by 20%. If it is a week or more late, its grade will drop
by 50%.
Participation
The participation & peer grades portion of your grade is based on the following:
- Participation in group discussions and critiques
- Peer grades from group projects
Attendance
The following is the attendance policy for all NYU Game Center classes:
Attending and arriving on time to all class sessions is required and expected. This
includes all labs, recitations, and critiques. If you will be missing a class due to illness, or
unavoidable personal circumstances, you must notify your professor in advance via
email for the absence to be excused.
Unexcused absences and being late to class will lower your final grade. Three
unexcused absences lower your final grade by a letter. Each subsequent unexcused
absence will lower another letter grade. Two tardies will count as one unexcused
absence. Arriving more than 15 minutes late to class will also count as an unexcused
absence.
Peer grades
Peer grades will be emailed to the instructor for each group assignment. You will give a grade to
each member of your group. You can add a short explanation if you like, and you must add
some explanation when giving a grade of C or below.
1 = Outstanding: fully participated, hard worker and great teammate
2 = Good: no complaints, consistent participation throughout the process
3 = Satisfactory: some problems or inconsistencies
4 = Difficult: hindered the progress of the project, or counter-productive in some way
NYU STATEMENT OF ACADEMIC INTEGRITY:
Plagiarism is presenting someone else’s work as though it were your own. More specifically,
plagiarism is to present as your own: A sequence of words quoted without quotation marks
from another writer or a paraphrased passage from another writer’s work or facts, ideas or
images composed by someone else.
ACCESSIBILITY AT NYU
Academic accommodations are available for students with documented disabilities. Please
contact the Moses Center for Students with Disabilities at 212 998-4980 for further information.
Meet people properly. It all starts with the introduction. Then, exchange contact information, and make sure
you know how to pronounce everyone’s names. Exchange phone #s, and find out what hours are acceptable
to call during.
Find things you have in common. You can almost always find something in common with another person,
and starting from that baseline, it’s much easier to then address issues where you have differences. This is
why cities like professional sports teams, which are socially galvanizing forces that cut across boundaries of
race and wealth. If nothing else, you probably have in common things like the weather.
Make meeting conditions good. Have a large surface to write on, make sure the room is quiet and warm
enough, and that there aren’t lots of distractions. Make sure no one is hungry, cold, or tired. Meet over a meal
if you can; food softens a meeting. That’s why they “do lunch” in Hollywood.
Let everyone talk. Even if you think what they’re saying is stupid. Cutting someone off is rude, and not worth
whatever small time gain you might make. Don’t finish someone’s sentences for him or her; they can do it for
themselves. And remember: talking louder or faster doesn’t make your idea any better. Check your egos at the
door. When you discuss ideas, immediately label them and write them down. The labels should be descriptive
of the idea, not the originator: “the troll bridge story,” not “Jane’s story.”
Praise each other. Find something nice to say, even if it’s a stretch. Even the worst of ideas has a silver lining
inside it, if you just look hard enough. Focus on the good, praise it, and then raise any objections or concerns
you have about the rest of it.
Put it in writing. Always write down who is responsible for what, by when. Be concrete. Arrange meetings by
email, and establish accountability. Never assume that someone’s roommate will deliver a phone message.
Also, remember that “politics is when you have more than 2 people” – with that in mind, always CC (carbon
copy) any piece of email within the group, or to me, to all members of the group. This rule should never be
violated; don’t try to guess what your group mates might or might not want to hear about.
Be open and honest. Talk with your group members if there’s a problem, and talk with me if you think you
need help. The whole point of this course is that it’s tough to work across cultures. If we all go into it knowing
that’s an issue, we should be comfortable discussing problems when they arise -- after all, that’s what this
course is really about. Be forgiving when people make mistakes, but don’t be afraid to raise the issues when
they come up.
Avoid conflict at all costs. When stress occurs and tempers flare, take a short break. Clear your heads,
apologize, and take another stab at it. Apologize for upsetting your peers, even if you think someone else was
primarily at fault; the goal is to work together, not start a legal battle over whose transgressions were worse.
It takes two to have an argument, so be the peacemaker.
Phrase alternatives as questions. Instead of “I think we should do A, not B,” try “What if we did A, instead of
B?” That allows people to offer comments, rather than defend one choice.
Peter Fischli and Davis Weiss