Bored

Tania Ivanka

CRAFT
20A, 20B
*See myTimetable for Room & Time


Studio Inquiry

Bored...
Board games.
Bored games?
Who has time to be bored anymore?
Games can be fun but also be very serious.

While making awesome games, we will also examine our culture and how designed artefacts, like board games, both reflect and reinforce our deeper cultural practices and structures. Our key theme is using board games as a form of social or environmental commentary.
Be ready to have some serious fun.

Engagement

We will primarily draw upon a range of games theory in the development of our own board games.
We will also use additional frameworks and theories to explore the underlying messages that games invisibly convey.

Communication of knowledge

We will explore existing games through active experience and analysis.
We will develop new games through creating game narratives, exploring game mechanics, prototyping and testing, with attention to underlying social messages of what we create.

Activities

Research and development will be presented through reports based upon class activities, workshops and analysis activities.

Through practical workshops, we will hone our crafting skills in using diverse materials and production processes covering, sticker/label production, box and game board production, laser cut wood and potential for fabric printing or 3D printing. Through these practical workshops you also will reskin as existing simple open source tile game to rapidly test different methods and refine your crafting skills. We have several RMIT resources we can use, however you will occasionally need to purchase materials, components or specialty printing.


By the end of semester you are expected to deliver a high quality game with artwork ready for production.
Whether your game is social commentary, or a piece of art, your final project should look like it is ready to sit on the shelf of a games shop.

 

Please note:
Developing a fully functioning strategic board game can take significant time in development and testing to get the mechanics working just right. Years in fact! We have only a few weeks to learn about this and develop a game. While you will initially develop and test a game narrative and mechanic, your final game is unlikely to be functional or ready to play. However your intentions should be aiming towards a well developed game logic which will inform your choice of game pieces for final design. The instructions accompanying your game should at minimum introduce the overall narrative and purpose of the game to the players.

Assessments

There are four assessment tasks for this studio, the briefs are made up of a range of milestone deliverables that are interconnected and build upon each other. 
Brief 01: SKO 30%
Brief 02: Research (game analysis and skill development, findings presented in a report) 20%
Brief 03: Developing and testing your own game. 20%
(documenting process findings and final directions, presented in a report). 
Brief 04: Final game production 30%
(High quality crafting of game including game parts and packaging, plus press quality finished artwork files). 

Pre-Reading
Communities of Practice
Designing Experiences
Links
Notes

Please note that this studio is focused upon the design of physical games. Digital games design will not be considered.


Also note that a basic deck of cards with a basic sorting mechanic as a singular design piece is not considered to be a sufficient response to the studio briefs, the intellectual explorations expected, and the material possibilities for making and crafting in this studio.

 

Image links:
Commonspoly.cc

Bestfestivalever.com.au



About Tania Ivanka

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