An introductory course designed to familiarize students with all the IMA prototyping shop has to offer. We will cover everything from basic hand tools to the beginnings of digital fabrication. You will learn to use the right tool for the job. There will be weekly assignments, created to develop your fabrication techniques. There will be in class lectures, demos, and building assignments. Emphasis will be put on good design practices, material choice, and craftsmanship.
Archives
Big Ideas in the History and Future of Technology (IMNY-UT 203)
“Big Ideas in the History and Future of Technology” is designed to provide students with a critical perspective on current issues in technology in the context of the history, controversies, consequences, and ethical questions in emerging media. This first course in the series includes: in the first half –some seminal early works that imagine a future in which technology enhances/augments human intelligence and capabilities and how that might affect society; in the second half–2 classic works of fiction and some podcasts/ audio lectures that address questions relating to “What is Human.”
Interactive Media Arts (Undergraduate)
2 credits – 8 Weeks
Sections (Spring 2022)
IMNY-UT 203-000 (22284)01/24/2022 – 03/21/2022 Mon,Wed12:00 AM – 1:00 PM (Early afternoon)at Brooklyn CampusInstructed by Lim, Jennifer
Music and Gameplay (GAMES-UT 213)
Music and Gameplay is an intensive course concerned with digital games in which the gameplay is fundamentally influenced by, or oriented around a musical system. In this course, students will engage with music games in a variety of ways: through critical play, design practice, and hands-on development. This multifaceted approach will foster an understanding of how interactive game mechanics can be linked to music expression. Throughout the course, we’ll be drawing inspiration from a variety of music games across 3 major categories:
Intro to 3D Game Animation (GAMES-UT 207)
Intro to Game Animation builds a foundation for animating in interactive media. From a basic overview to a deep dive into the animation process, this course will teach students how to craft a performance to create unique characters and tell a story. Students will be taught to look through the eyes of an animator, investigating how successful games utilize animation principles, and how these principles and techniques functionally serve overall game design. This class encourages students learn through practical experience, teaching familiarity with the animation principles in a 3D environment. This class is beneficial for an artist seeking to be an animator. This class will also benefit developers and designers by providing them a better understanding of the importance of animation and how it fits into the game development pipeline, providing a comprehensive understanding of the game industry as a whole.
Let’s Play: Video Games on Video (GAMES-UT 413)
This course focuses on the culture and performance of video game streaming on popular video networks like YouTube or Twitch. Students will analyze certain streamers’ videos and read ethnographic research / case studies on streaming communities, in preparation for running their own schedule of weekly game streams. Altogether, this class is intended as an introduction to performing game streams and video-based game criticism, as well as an acknowledgement that academic games programs have a public obligation to critically engage with streaming culture — to promote a more respectful and more inclusive community discourse around video games.
Tabletop Roleplaying Game Design (GAMES-UT 154)
Roleplaying games represent one of the most important design spaces in modern gaming. Beginning in the early 70s, these games quickly took root and influenced games far beyond their own sphere. Mechanisms like levels, classes and hit points have been adopted in a far-reaching swath of board, card, digital and mobile games. But despite their influence, the design of RPGs is largely unexamined. This class walks students through the design process from concept, to testing, to writing and production. At the same time, students engage in meaningful play with historically significant games. From week to week the students experiment with and design systems for roleplaying games with the ultimate goal of designing a complete game as part of a team.
Art Direction for Games (GAMES-UT 202)
Game Design (Undergraduate)
4 credits – 15 Weeks
Sections (Spring 2022)
GAMES-UT 202-000 (14873)01/24/2022 – 05/09/2022 Wed2:00 PM – 4:00 PM (Early afternoon)at Brooklyn CampusInstructed by
Level Design Studio (GAMES-UT 162)
This course focuses on the theory and practice of level design for 3D video games. Students will develop fluency in conveying experience design goals and building 3D spaces, gaining a practical understanding of architecture, lighting, and CG texturing for digital spaces — as well as a more abstract awareness of architectural theory — culminating in a long-term hands-on level design project.
Math for Game Designers (GAMES-UT 242)
Game Design (Undergraduate)
4 credits – 15 Weeks
Sections (Spring 2022)
GAMES-UT 242-000 (14831)01/24/2022 – 05/09/2022 Mon8:00 AM – 10:00 AM (Morning)at Brooklyn CampusInstructed by
Physics Game Studio (GAMES-UT 128)
Physics Games Studio is an advanced digital development elective combining building literacy of a genre of games and teaching the craft necessary to make an entry in that genre. It combines necessary technical skills students will have learned in their prerequisites with a literacy component like that of an arts history course, and through the technical prerequisites students will be able to analyze and critique this cross section of games, and then immediately turn the development of a critical eye toward the creation of their own work. Literacy is particularly lacking in the games industry since technology becomes obsolete at such a quick clip, a course like Physics Games Studio aims to tie directly this connection of literacy with the artistic practice of students as they finish up their degrees. This 7-week, 2-credit course which meets twice a week (once for class, once for lab) also signals a shift in the curriculum planning of the Game Center as we aim to offer a rotating selection of courses that focus on very specific literacies and skills, following the success of XR Studio: Designing Games for Headsets last semester.”
3D Modeling for Games (GAMES-UT 206)
This course is an introduction to 3D graphics for video games, starting with the foundations of 3D modeling and texturing in industry-standard tools. It focuses on building fluency with basic tools and techniques, as well as developing experience with aesthetic issues of look, style, and critical judgement in visual art.
Intermediate Programming for Games (GAMES-UT 181)
What does it mean to think in code? How do you decide which features are worth the engineering cost? How do you write systems other people can understand, change, and combine with their own work? What is “architecture” for, if not communication? Intermediate Programming for Games is a hands-on studio class about programming as a way of thinking and communication as the skill that makes that thinking useful. You will build several projects in C# (primarily with Monogame, including a Unity port of a service- and event-bus-based architecture) that force you to design clear boundaries, readable public APIs, and modular systems that survive changing requirements. The work is practical, but the goal is not “more syntax.” The goal is to get better at deciding what to build, explaining how your code works to others, and structuring projects so collaboration is possible. We will treat design patterns, dependency management, and content pipelines as tools for thinking and talking.
Traditional Card Game Literacy and Design (GAMES-UT 407)
The traditional deck of cards is a device of unparalleled convenience, accessibility, and flexibility. As pocketable as a harmonica yet possessing the spectrum of a piano, this humblest of gaming platforms supports an amazing variety of games: historical classics, 20th century classics, and games by modern game designers, ranging from children’s games to the most intense mental contests, along with everything in between. Every game designer should be conversant with the basic history of playing cards, possessed of a wide selection of games that can be played with a standard deck, and comfortable with using it as a design tool that often cuts straight to the heart of a game mechanic.
Games and Players (GAMES-UT 312)
Game and Players gives students an overview of player-focused approaches to understanding game play, from a variety of methodological and theoretical frameworks. The class combines readings and analysis with exercises that give students hands-on experience with the methods discussed.
Game Design (Undergraduate)
4 credits – 15 Weeks
Sections (Spring 2022)
GAMES-UT 312-000 (14777)01/24/2022 – 05/09/2022 Fri2:00 PM – 4:00 PM (Early afternoon)at Brooklyn CampusInstructed by Clark, Naomi
Board Game Design (GAMES-UT 352)
Board game design is a one-semester course for students who want to dig deeper into table-top games, from design to history to manufacturing. The first half of the course looks at the world of mass market games, which focus heavily on commercials, trends, plastics, licenses, low prices, and casual rules. The second half focuses on hobby games, designed for the dedicated game player, and the different styles of games in that world. The course is hands-on with at least one published game played in every class. There are multiple assignments where students bring these concepts to life through their own designs. Throughout the course, there is a focus on understanding players and designing games for a target audience.
Game Design (Undergraduate)
4 credits – 15 Weeks
Sections (Fall 2020)
GAMES-UT 352-000 (20568)09/02/2020 – 12/13/2020 Tue,Thu9:00 AM – 11:00 AM (Morning)at Brooklyn CampusInstructed by
Intermediate Game Design (GAMES-UT 151)
Intermediate Game Design is a hands-on studio class where we will be creating several game projects. The main approach we take is learning by doing, where we engage with ideas and each other through the act of making. While we will be discussing all kinds of games, most of the actual design work will be in the analog world – card and board games, social and physical games, and making presentations and documents. The class addresses many core concepts relevant to any kind of creative production, including prototyping, playtesting, and iterating; formal systems thinking; considering games as cultural and social phenomena; and how to communicate and document ideas.
Tackling Representation in Games (GAMES-UT 112)
Identity and representation are two of the most pressing and complex issues for contemporary video games, that without recognizing them an artist or critic would be missing a large part of how games are important in culture. With growing art and activist communities, video games are diversifying and grappling with a wide range of topics rarely seen before in the genre, and with it a greater need for informed perspectives on the topic of how marginalized people are depicted in media. This course discusses foundational theories of identity and encourages students to contribute their own ideas towards the design and interpretation of representation in games.
Game Design (Undergraduate)
4 credits – 15 Weeks
Sections (Spring 2022)
GAMES-UT 112-000 (14735)at Brooklyn CampusInstructed by
Intro to Game Development (GAMES-UT 120)
Introduction to Game Development is a practical course that introduces students to the methods, tools and principles used in developing digital games. Over the course of the semester, students work alone to create a two digital prototypes or ‘sketches’, before building on them to produce a final polished game, using the lessons learned in the earlier prototypes. This is a hands-on, primarily lab-based course, and so the focus is on learning by doing rather than on reading and discussion.
Introduction to Narrative Design (GAMES-UT 161)
Narrative Design is an advanced game design course where students learn a variety of strategies to bring together game design and storytelling, both in table-top and digital games. Every assignment covers a different challenge when it comes to integrating systems design with storytelling. Students also learn some of the basics of storytelling, such as character development, dramatic action, generating conflict, and world-building.
Game Design: Professional Practice (GAMES-UT 152)
Advanced Game Design focuses on the practical skills that working game designers need to get a job – and what they do at a company once they are there. Over the course of the semester, students work on two full project proposals – each proposal including design documentation, production and schedule planning, and a prototype specification. In addition, students take a handful of “game design tests” – based on actual game industry tests that are part of the hiring process. Along the way, we visit a few NYC-based game companies, as well discuss issues relevant to working game designers today. The goal of the course is to work on our communication, design, and planning skills, and get a sense for what it means to be a working game designer. Required: Intermediate Game Design.