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Expressive Design with Videogames

Teachers
Lawra Clark, Blake Andrews
Date
June 21, 2022 to July 20, 2022 (5 classes)
Time
Section 1: Tuesdays, 3-6pm ET Section 2: Wednesdays 3-6pm ET
Location
Online (Zoom)
Cost
$750 Scholarships available learn more...
Deadline
Applications closed on June 5, 2022

Apply Now

Description

"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 will get you started on understanding and working with the videogame as an expressive cultural form. We will be using GameMaker 2D, with no prior programming experience necessary. We’ll start with very basic “action game” mechanics and then explore different ways of representing things, people, feelings, etc. through various design approaches and techniques. Knowledge gained through the topics covered will be broadly useful to many creative contexts and projects, not just the videogame!

Outcomes

Course of Study

  • Week 1 (6/21, 6/22) - Intro to GameMaker: overview of interface, drawing with code, working with objects
  • Week 2 (6/28, 6/29) - Feel and Representation: representing characters and feelings with numbers
  • Week 3 (7/5, 7/6) - Narrative Styles: cameras, environment, simple AI, ways to think about story
  • Week 4 (7/12, 7/13) - Goals & Incentives: manipulative game design, group ideation techniques, playtesting
  • Week 5 (7/19, 7/20) - Your Own Game: setting up and sharing games on the internet

Expectations

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.

Is this class for me?

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.

Meet the Teachers

teacher

Lawra Clark

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

teacher

Blake Andrews

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

How do I apply?

Apply Now

Applications open until Applications closed on June 5, 2022.

You can expect to hear back from us about the status of your application on June 13, 2022. Please email us at admissions@sfpc.study with any questions you have.

How much does it cost to attend?

For 5 classes, it costs $750 + processing fees, for a one-time payment. We also offer payment plans. Participants can schedule weekly or monthly payments of the same amount. First and last payments must be made before the start and end of class. *Processing fees apply for each payment.

SFPC processes all payments via Withfriends and Stripe. Please email admissions@sfpc.study if these payment options don't work for you.

Applicant FAQ

For more information about what we look for in applicants, scholarships, and other frequently asked questions, please visit our applicant FAQ.

Interested in more learning opportunities at the School for Poetic Computation? Join our newsletter to stay up to date on future sessions and events, and follow us on Instagram and Twitter. Support our programming through scholarships. Get in touch over email.