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Game Design as Art Practice

Game Design as Art Practice. Play has a tendency to be beautiful. -Johan Huizinga, Homo Ludens. Wednesday, December 08, 2004. Deadline: By Friday December 17 12 PM Noon, your final Game Design Statement must be:. 1) At least 500 words. 2) spell-checked, proofread, complete sentences, etc. 3) posted to your blog AND. 4) emailed to me at jane@avantgame.com. If I don’t have it by the noon deadline, you will NOT receive credit for this assignment. 1) What is your game called? Why did you choose that particul...

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Game Design as Art Practice | artpractice.blogspot.com Reviews
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Game Design as Art Practice. Play has a tendency to be beautiful. -Johan Huizinga, Homo Ludens. Wednesday, December 08, 2004. Deadline: By Friday December 17 12 PM Noon, your final Game Design Statement must be:. 1) At least 500 words. 2) spell-checked, proofread, complete sentences, etc. 3) posted to your blog AND. 4) emailed to me at jane@avantgame.com. If I don’t have it by the noon deadline, you will NOT receive credit for this assignment. 1) What is your game called? Why did you choose that particul...
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1 the syllabus
2 game design statement
3 interview questions
4 about your game
5 design process
6 general
7 conclusions
8 46 comments
9 monday
10 0 comments
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the syllabus,game design statement,interview questions,about your game,design process,general,conclusions,46 comments,monday,0 comments,updated beta schedules,wednesday,next monday,beta test requests,congratulations,best,how so,more of,less of,what,cihan
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Game Design as Art Practice | artpractice.blogspot.com Reviews

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Game Design as Art Practice. Play has a tendency to be beautiful. -Johan Huizinga, Homo Ludens. Wednesday, December 08, 2004. Deadline: By Friday December 17 12 PM Noon, your final Game Design Statement must be:. 1) At least 500 words. 2) spell-checked, proofread, complete sentences, etc. 3) posted to your blog AND. 4) emailed to me at jane@avantgame.com. If I don’t have it by the noon deadline, you will NOT receive credit for this assignment. 1) What is your game called? Why did you choose that particul...

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Game Design as Art Practice: December 2004

http://artpractice.blogspot.com/2004_12_01_archive.html

Game Design as Art Practice. Play has a tendency to be beautiful. -Johan Huizinga, Homo Ludens. Wednesday, December 08, 2004. Deadline: By Friday December 17 12 PM Noon, your final Game Design Statement must be:. 1) At least 500 words. 2) spell-checked, proofread, complete sentences, etc. 3) posted to your blog AND. 4) emailed to me at jane@avantgame.com. If I don’t have it by the noon deadline, you will NOT receive credit for this assignment. 1) What is your game called? Why did you choose that particul...

2

Game Design as Art Practice: Alternate Reality Game wraps

http://artpractice.blogspot.com/2004/11/alternate-reality-game-wraps.html

Game Design as Art Practice. Play has a tendency to be beautiful. -Johan Huizinga, Homo Ludens. Wednesday, November 03, 2004. Alternate Reality Game wraps. Now here's a very interesting New York Times Article: Sci-Fi Fans Are Called into an Alternate Reality. Posted by Jane at 7:05 PM. Youth is warcraft leveling. Not a time of life; warcraft leveling. It is a wow lvl. State of mind; wow power level. It is not power leveling. Amatter of World of warcraft Power Leveling. A quality of buy aoc gold. The Big ...

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Game Design as Art Practice: Getting ready for Prototypye Playtesting!

http://artpractice.blogspot.com/2004/11/getting-ready-for-prototypye.html

Game Design as Art Practice. Play has a tendency to be beautiful. -Johan Huizinga, Homo Ludens. Wednesday, November 03, 2004. Getting ready for Prototypye Playtesting! Two blog assignments will help you prepare for next week's playtesting of your prototypes. 1 Based on the brief descriptions presented in class, please choose another class member's game project to comment on. Find and visit that game designer's blog (see the links in the sidebar! 2 RULES, RULES, RULES! Posted by Jane at 1:05 PM. I'm a gam...

4

Game Design as Art Practice: Individual Project Meetings Next Week

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Game Design as Art Practice. Play has a tendency to be beautiful. -Johan Huizinga, Homo Ludens. Tuesday, October 19, 2004. Individual Project Meetings Next Week. We'll be having 25-minute conversations about your individual projects next Monday and Wednesday. To prepare, please type and bring with you a list of problems or questions you have related to your project. Posted by Jane at 11:28 PM. San Francisco, CA. Or get my contact information on my contact page. View my complete profile.

5

Game Design as Art Practice: July 2004

http://artpractice.blogspot.com/2004_07_01_archive.html

Game Design as Art Practice. Play has a tendency to be beautiful. -Johan Huizinga, Homo Ludens. Thursday, July 29, 2004. Welcome to Game Design as Art Practice. As a final project, you will work toward the design, development and deployment of a game in any medium of your choice. While digitally-based projects are welcome, you may also choose to work entirely with non-digital media. This course begins September 8, 2004. See you then! Posted by Jane at 10:40 PM. San Francisco, CA. I'm a game designer, a g...

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Imperfect Information: Project Update: Divided Attention

http://imperfectinfo.blogspot.com/2004/11/project-update-divided-attention.html

Thoughts mostly related to Game Design as Art Practice, a Fall 2004 course taught at the San Francisco Art Institute. Thursday, November 04, 2004. Project Update: Divided Attention. Yesterday, I actually began creating a prototype of Divided Attention. Warning: Useless diatribe below. Posted by Roger Ngim @ 3:35 PM. San Diego, California, United States. I am an artist, teacher and enthusiast of games of all kinds. I particularly like strategy board games. View my complete profile. In Other Gaming News .

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Imperfect Information: In Other Gaming News ...

http://imperfectinfo.blogspot.com/2004/11/in-other-gaming-news.html

Thoughts mostly related to Game Design as Art Practice, a Fall 2004 course taught at the San Francisco Art Institute. Thursday, November 04, 2004. In Other Gaming News . Congratulations to Jane for the unveiling of her super-secret project. It's so super-secret that I still don't know exactly what it's all about, even though I read the New York Times article. Thanks also to Jane for causing me to waste valuable art-making time playing Katamari Damacy. My copy of the huge fantasy game Heroscape. There's a...

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Imperfect Information: Game Critique: Narrative & Yu-Gi-Oh!

http://imperfectinfo.blogspot.com/2004/10/game-critique-narrative-yu-gi-oh.html

Thoughts mostly related to Game Design as Art Practice, a Fall 2004 course taught at the San Francisco Art Institute. Monday, October 11, 2004. Game Critique: Narrative and Yu-Gi-Oh! Mirror Force, a highly useful Yu-Gi-Oh! While I'm on the topic of collectible card games, I thought I might as well use one this week to discuss narrative. Cards I'm pretty good at these games (I'm a former crane game. Champion), so all it took was about $2 for me to win a starter deck and three booster packs. TV series that...

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Imperfect Information: Breaking the circle

http://imperfectinfo.blogspot.com/2004/09/breaking-circle.html

Thoughts mostly related to Game Design as Art Practice, a Fall 2004 course taught at the San Francisco Art Institute. Monday, September 20, 2004. Today's discussion of Huizinga's "magic circle" (the protected game space) brought to mind an interesting instance of "trespassing" that took place during a game of Werewolf. I played with a group of SFAI students last year. 1) Huizinga, Johan,. Beacon Press: New York, 1950), 6-12. Posted by Roger Ngim @ 8:43 PM. San Diego, California, United States.

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Imperfect Information: Playtesting Round 1: Cihan's Zilchmaster

http://imperfectinfo.blogspot.com/2004/11/playtesting-round-1-cihans-zilchmaster.html

Thoughts mostly related to Game Design as Art Practice, a Fall 2004 course taught at the San Francisco Art Institute. Monday, November 08, 2004. Playtesting Round 1: Cihan's Zilchmaster. A rousing evening of playtesting. I participated in the testing of Cihan's Trivial Pursuit-inspired game, Zilchmaster. Here are the responses to the questions:. 1 Game: Zilchmaster, Designer: Cihan. 2 Platform/genre: board game. 3 Core mechanic: voting. 4 Adjectives describing play experience:. Or "Is lameness a disease?

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Imperfect Information: Project Post: Response to Playtesting and Feedback

http://imperfectinfo.blogspot.com/2004/11/project-post-response-to-playtesting.html

Thoughts mostly related to Game Design as Art Practice, a Fall 2004 course taught at the San Francisco Art Institute. Monday, November 15, 2004. Project Post: Response to Playtesting and Feedback. But I realized that I needed to give the game more thematic cohesiveness. I reworked all of the game's events in an attempt to make the decisions more meaningful. Now, I hope, when players consistently make the same kinds of choices, they will gravitate to certain colors and areas on the screen. I am an artist,...

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Imperfect Information: Another Go at Anno 1503

http://imperfectinfo.blogspot.com/2004/11/another-go-at-anno-1503.html

Thoughts mostly related to Game Design as Art Practice, a Fall 2004 course taught at the San Francisco Art Institute. Thursday, November 04, 2004. Another Go at Anno 1503. Today I took a break to play Klaus Teuber's board game Anno 1503. Posted by Roger Ngim @ 2:55 PM. San Diego, California, United States. I am an artist, teacher and enthusiast of games of all kinds. I particularly like strategy board games. View my complete profile. Game Design as Art Practice. Project Post: Divided Attention.

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Imperfect Information: Eye Candy: Caramba

http://imperfectinfo.blogspot.com/2004/10/eye-candy-caramba.html

Thoughts mostly related to Game Design as Art Practice, a Fall 2004 course taught at the San Francisco Art Institute. Friday, October 15, 2004. Groovy '60s pop art? No, it's the board for the 1973 German game Caramba. My blog has been looking a little gray so I thought I'd share this game from my collection. I don't usually buy games as collector's items but I couldn't resist this one, which I recently found new (! Marked down from $40 to $5 at a game store. Called Caramba. Posted by Roger Ngim @ 7:41 PM.

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Imperfect Information: Game Critique: Citadels

http://imperfectinfo.blogspot.com/2004/10/game-critique-citadels.html

Thoughts mostly related to Game Design as Art Practice, a Fall 2004 course taught at the San Francisco Art Institute. Sunday, October 24, 2004. During each round, the characters are announced in numerical order, and when a player’s character is called, he takes his turn. The Assassin, number 1, always goes first; the Thief, number 2, always goes second, etc. This means that the player holding the Assassin always has a chance to kill another character before that character acts. None (the character cards ...

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Imperfect Information: Playtesting Round 1: Jacob's Party Game

http://imperfectinfo.blogspot.com/2004/11/playtesting-round-1-jacobs-party-game.html

Thoughts mostly related to Game Design as Art Practice, a Fall 2004 course taught at the San Francisco Art Institute. Thursday, November 11, 2004. Playtesting Round 1: Jacob's Party Game. I apologize for not knowing the official title of Jacob's party game, which we played in Pete's Cafe, but I've chosen it to give playtesting feedback. 1 Name/desiger: Party Game (official name tk); Jacob. 2 Platform/category: Jacob's game falls into the social or party genre. Overall, I really enjoyed the party game&#46...

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Game Design as Art Practice

Game Design as Art Practice. Play has a tendency to be beautiful. -Johan Huizinga, Homo Ludens. Wednesday, December 08, 2004. Deadline: By Friday December 17 12 PM Noon, your final Game Design Statement must be:. 1) At least 500 words. 2) spell-checked, proofread, complete sentences, etc. 3) posted to your blog AND. 4) emailed to me at jane@avantgame.com. If I don’t have it by the noon deadline, you will NOT receive credit for this assignment. 1) What is your game called? Why did you choose that particul...

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