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Week |
Subject |
Related Preparation |
1) |
Intro - Course Review |
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2) |
World Design - Terrain, Rules, Creatures, Political and Environmental Systems, Value Systems |
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3) |
Plot and Pacing - Plot, LOCK method, pacing, story arcs |
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4) |
Story Fragments and Player Freedom - Interactivity, player freedom, dividing a story into fragments |
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5) |
Story Structures - Three-act structure, Freytag’s pyramid, the Syd Field Paradigm, the dramatic situations of Georges Polti, and the 31 narratemes of Vladimir Propp. |
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6) |
Characters - Characters, believable characters in video games (beliefs, values, dominant attitudes, opinions), character traits with examples from contemporary video games, and the character arc. |
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7) |
Meaningful Choices - The lecture will cover plot twists, choices, meaningful choices, choices and mechanics with special emphasis on the 20 types of choices in video game |
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8) |
Story Techniques - Scenarios and story techniques used in games |
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9) |
Cinematography - visual storytelling, cinematography basics, lenses, depth of field, camera angles, shot sizes, color palettes, cuts and transitions, composition, rule of thirds |
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10) |
Interactive Stories - Character shapes and poses, environmental shapes, audio, framing, lines of movement, pathways, dialogue and player gestures. |
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11) |
Feedback Session - Feedback for Assignment 3.3 |
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12) |
Plot Advancement and Story Endings - plot advancement mechanisms and will continue with story endings (classic single ending, dual endings, plural endings, infinite endings using procedural techniques). |
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13) |
Project Presentations - Student presentations |
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14) |
Free Topic - Selected topic by the instructor |
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Course Notes: |
The Ultimate History of Video Games: From Pong to Pokémon—The Story Behind the Craze that Touch our Lives and Changed the World
Steven L. Kent, 1st ed. Three Rivers Press, 2001.
High Score! The Illustrated History of Electronic Games
Rusel Demaria & Johnny L. Wilson, McGraw-Hill/Osborne, 2002.
The Ultimate Guide to Video Game Writing and Design
Flint Dille & John Z. Platten, 1st ed. Lone Eagle, 2008.
The Video Game Explosion: A History from Pong to PlayStation and Beyond. Mark J. P. Wolf, Greenwood Press, 2008.
The Art of Game Design: A Book of Lenses
Jesse Schell, Morgan Kaufman Publishers, Elsevier Inc., 2008.
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References: |
- Wolf, M. J. P., & Perron, B. (2014). The Routledge companion to video game studies. New York: Routledge CHAPTER 22, 23
- Heussner, T., Finley, T.K., Hepler, J.B. and Lemay, A. (2015). The Game Narrative Toolbox. CRC Press. CHAPTER 1, 4, 5
- Bell JS (2004) Plot & Structure. Writer’s Digest Books, Cincinnati, Ohio. CHAPTER 1, 2
- Perry, D. ve DeMaria, R. (2009). David Perry on Game Design: A Brainstorming Toolbox, Charles River Media, Boston, MA. CHAPTER 9, 11, 12, 17
- Newman, R. (2008) Cinematic game secrets for creative directors and producers, Focal Press, Burlington, MA. CHAPTER 7 |
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Program Outcomes |
Level of Contribution |
1) |
Comprehend the conceptual importance of the game in the field of communication, ability to implement the player centered application to provide design. |
1 |
2) |
Analyze, synthesize, and evaluate information and ideas from various perspectives. |
5 |
3) |
Analyze the key elements that make up specific game genres, forms of interactions, mode of narratives and understand how they are employed effectively to create a successful game. |
5 |
4) |
Understand game design theories and methods as well as implement them during game development; to make enjoyable, attractive, instructional and immersive according to the target audience. |
4 |
5) |
Understand the technology and computational principles involved in developing games and master the use of game engines. |
1 |
6) |
Understand the process of creation and use of 2D and 3D assets and animation for video games. |
1 |
7) |
Understand and master the theories and methodologies of understanding and measuring player experience and utilize them during game development process. |
2 |
8) |
Comprehend and master how ideas, concepts and topics are conveyed via games followed by the utilization of these aspects during the development process. |
5 |
9) |
Manage the game design and development process employing complete documentation; following the full game production pipeline via documentation. |
1 |
10) |
Understand and employ the structure and work modes of game development teams; comprehend the responsibilities of team members and collaborations between them while utilizing this knowledge in practice. |
1 |
11) |
Understand the process of game publishing within industry standards besides development and utilize this knowledge practice. |
1 |
12) |
Pitching a video game to developers, publishers, and players; mastering the art of effectively communicating and marketing the features and commercial potential of new ideas, concepts or games. |
1 |