"Show, don't tell" is a familiar suggestion working in literature and film, but games have their own suggestion: "Do, don't show." The primary conceit of a game, that you're doing something, is challenging to approach from a design standpoint. How do you let players explore a system on their own terms while still conveying a particular mood or story? How can characters be meaningfully different from each other in the way they operate? How do you make players feel a certain way, or even give them space to feel anything at all? This class got participants started on understanding and working with the videogame as an expressive cultural form. We used GameMaker 2D, with no prior programming experience necessary. We started with very basic “action game” mechanics and then explored different ways of representing things, people, feelings, etc. through various design approaches and techniques. Knowledge gained through the topics covered are broadly useful to many creative contexts and projects, not just the videogame!
Students are expected to participate during in-class exercises and at least one “show & tell” session, which is essentially just screen-sharing your work.
There won’t be a whole lot of outside work aside from the final week (before the 5th class meeting), so students should be prepared to devote a bit more time outside class there.
No special materials are required aside from a computer that will run GameMaker.
The only deliverable is the final game -- exercises and projects will be shared during class.
This class will begin assuming 0 prior experience with programming. Programming for games is quite different than programming for other things and so even with some experience there will be many things that are new (or weird)! Much of the design-oriented topics we’ll talk about are broadly applicable outside of games and also just fun to know, where videogames are just one possible use for them.
LAWRA SUITS CLARK is a videogames artist, designer, and educator living in New York, and a co-founder of Babycastles Gallery, a 501c3 Non-Profit dedicated to showcasing contemporary independent videogames and other media by marginalized creators. Babycastles is an internationally active volunteer run arts organization based in Manhattan, and plays host to a wide array of events, workshops, and exhibitions.
Lawra's personal work involves climate fiction, absurdist futures, death positivity, ambient play, and game mechanic as poetic device. They are currently an instructor of game design and development at NYU Tisch and NYU Tandon.
They/Them · website · twitter · instagram
Blake Andrews is a game designer, illustrator, animator, and instructor living in New York. They have taught game design at both Bloomfield College and Pratt Institute. Since graduating from New York University’s Game Design MFA program, Blake has been involved with installations and events at Babycastles, Wonderville, and Red Parry. The Babycastles installation, Ribbit’s Frog World, involved several large indoor pits of mud.
Blake’s games are confrontational both mechanically and narratively. They frequently use a distinct low fidelity, crude, cartoon style. Their hundreds of small games are hosted on websites like Glorious Trainwrecks and itch.io.
Outside of digital games and art, Blake shows an enthusiasm for alternative controllers. One of their collaborations with Frank DeMarco, Scrapeboard, has the player scraping a real skateboard, without wheels, on metal pads in order to defeat enemies like Kool Man. Scrapeboard has been featured at alt.ctrl.gdc, a Puma release party, a LilyPichu video, and in The New Yorker.
they/them · website · twitter · instagram
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