Students may work individually or collaboratively. Alternate gaming paradigms such as scenario planning, non-violent problem solving, blended reality, abstract play, and other emerging forms are actively encouraged. The aesthetics of game design including character development, level design, game play experience, and delivery systems are covered. Games are analyzed as cultural artifacts reflecting the behavior, social formation, historical location, gender, ethnicity, and class concerns of those conceiving, producing, distributing and playing them. Students develop innovative game designs within the context of a multi disciplinary, hands-on studio arts perspective, using a variety of interactive media approaches, methodologies and materials. The class considers games as a relatively newly evolving genre stemming from cinema and interactive experiences with a focus on the computational environment. A significant event from your personal life.Thursdays, in general, will be open lab work and play days. Tuesdays are lecture, discussion, and viewing days. The twist is that you will be using gaming metaphors, design principles, and technologies for proposing a game that is built around one of the following: The focus will be on coming up with a DESIGN DOCUMENT for your own gaming environment, but with a twist. To do this well, it means spending considerable time playing, writing and talking about them. We will begin by looking critically at the various genres of games outlined in the schedule below.
![colossal cave adventure emulator mac colossal cave adventure emulator mac](https://grack.com/demos/adventure/img/monitor.png)
This course will be devoted to the analysis of computer games and gaming. Robert Nideffer: #2200 ACT (Art, Culture, and Technology) Bldg - 2nd floor, North end