Now you're reading: ‘I <3 DMDN285’ —
September 6th, 2007 digital media, game design, studentsToday I visited my very first Digital Media Design class: the wonderfully talented people from DMDN285, Game Theory.
Doug Easterly, the course coordinator, invited me to say a few words to the students who are just beginning group projects in which they will work together to create their own original flash videogame title.
Doug told the students that he hopes to see projects that reflect an understanding of some of the deeper theory explored by game designers, as well as showing a grasp of the technical skills needed for flash game development. He hopes that some of the resources held at our library will enable them to further explore and critique their design ideas.

For my part, I showed the students Ernest Adam’s “50 Books For Everyone In The Game Industry” list from the IGDA wiki (see the more detailed article here), claiming that most of these recommended titles could be found in the University Library already, either at A&D, or at another branch. I’ve checked in more detail this evening, and I’m pleased to say that we actually have 32 out of the 50 titles, with 8 more on order. I encouraged the students to stop by and visit me in the library, and handed out my business card with links to the 50 Books list, my LibraryThing catalog (which is very DMDN heavy), and my contact details.
After this, I sat down at the back of the class and looked on as the students presented and discussed their second game design project of the course, and Doug and Kah Chan (the course tutor) gave feedback and critiques of their work. I got to see all of the projects (partly because I left my moleskine notebook up at the front of the room, and was too embarrassed to go up and get it again - a good excuse to stay on) and was blown away by the range of interesting creative perspectives these students were applying to their work. Their project was to experiment with the creation of different game environments - most students seemed to use this as an opportunity to continue to use characters they had created with their first project.
A few of the game environments stood out for me in particular:
One student, Melanie, created an endearing environment for what Kah called a “Square Wheel” character - a little creature whose mission was it is to make red angry blocks turn into blue happy blocks by rolling and bumping into them. While it was quite a simple graphical style, I really liked this environment because the general ‘purpose’ or ‘vocation’ of the game was immediately accessible and something that I could get on board with: This happy thing wants to make other things happy- Let’s go!

The game seemed to effortlessly envoke a catchy happy atmosphere, and I could almost imagine it being played to a katamari-eqsue soundtrack. I gave the game to Michelle to play this evening, and she happily cleared all the angry blocks, but seemed quite disappointed when nothing happened at the end.
Another student, Silard, created a great game environment that used an interesting olde tyme film effect (complete with vaudville style piano track). The style of the game - the way it was animated from drawings on paper, and the way the character was animated - also reminded me of “And Yet It Moves” (winner of the 07 Indepenant Games Festival student showcase). Silard’s character travelled through the environment, which evolved around him from black and white sketches to brighter colours and straight line pen drawings as he went.
Tom, who came to visit us at the library at the beginning of the break, talked about how he’d incorporated his interest in the Art Deco style into his game evironments. Of course I have nothing but praise for Tom’s work, as he’d gotten some of his reference material on Art Deco from the library! Tom spoke about how he was inspired by the famous Tim Schaffer game, Grim Fandango which also has an Art Deco feel to it. Unfortunately though, anyone who doesn’t hear this from him is probably going to think he’s been inspired instead by Ken Levine’s Bioshock, instead, which - released just this month - prominently features Art Deco architecture. Bioshock is certainly not a bad game to be associated with, though! Doug pointed out how Tom’s use of Art Deco patterns helped to somewhat differentiate between the different spaces in which his character appeared, and encouraged students to think about how their characters would appear against various backgrounds.
The student’s final projects, a complete flash game (including packaging!), will be due on the October 10. I really hope they do well, and I’m looking forward to playing their games.



September 7th, 2007 at 2:34 am
Timothy,
thanks for the post. The games sound really interesting. How long of play experiences are they? How long did it take Michelle to finish? I’m just curious about the time spent on developing these concepts.
I would love to see some screen shots from Tom’s art deco game. Thanks again and I’ll be looking forward to seeing what their final projects bring.
Paul
September 7th, 2007 at 2:42 am
I just played Melanie’s game on her blog. Simple, fun, and it’s got that “just one more level feel.”
I can see the how Katamari music would fit. Is there a timer in the final game? Or obstacles? Just thinking of stretching the play experience. It feels like it would be right at home with PopCap Games.
Paul
September 15th, 2007 at 8:13 am
Sounds like a boat load of fun there