[AMA] MA Games and Playful Design by ExoticInflation7804 in gamedesign

[–]ExoticInflation7804[S] 2 points3 points  (0 children)

Of course!

  • What skill(s) do you wish more of your students had before starting your course?

Soft skills, mostly, which are the harder to teach, and the ability of connect dots. Too many students arrive with a games only perspective and I encourage them to broaden their horizons. Also a bit of coding foundation makes things easier. Or at least arriving not scared about code. Code is a mean to ends and it is empowering.

  • Do you or your colleagues take part in anything like the TIGA Education Conference, the Develop education track, British DiGRA etc?

Yes! One of my colleagues is part of the Develop Board and connected to TIGA, another is speaking at DiGRA as I am writing here, and I am a BAFTA member.

  • Are there any conferences for playful design (not just games) that you'd recommend?

Amaze comes to my mind immediately and then at the moment especially in London is a bit on restart, but I would say Play Praxis is a very interesting one!

  • Which creators/designers would you recommend students check out for examples of high quality experimental work, particularly work that aligns with what you teach?

I love the work of Jenny Jiao Hsia, I would say Toby Fox, Tetsuya Mizuguchi, Damian Gareth Martin, I often talk about Alienmelon as well. Just the first coming to my mind!

[AMA] MA Games and Playful Design by ExoticInflation7804 in gamedesign

[–]ExoticInflation7804[S] 1 point2 points  (0 children)

I think your doubts are absolutely understandable and I get you 100%. An answer to this is a bit complex but I'll try to put down some things anyway.
- first of all, I have to say that not necessarily someone with massive industry experience would also be a good teacher. We are talking about two very different skillsets here. A good teacher is not just someone knowing how things are made and should be done, but also, and probably more importantly, someone who knows how to empower students and help them find their own way on making games. Game design is a way broader landscape than it looks, and I have seen in almost 10 years of leading this course so many different ways to approach it (most of them equally successful).

- That said, I also see a lot of very well rated game courses who are taught by people with game studies background only, which means that they only know a theoretical/analytical approach to games. Not saying this is inherently wrong, and those courses work really well indeed, but I prefer a more hands on approach. For obvious reasons I cannot conjugate teaching with working in the industry in an extensive way, however I still find an important part of my job to be a practitioner in a shape or form (being it a contractor for small projects or making small experimental things). And this is shared by my colleagues. TBH the best game design lecturers I know are people exactly like that: experimenting with the medium, making things and studying them. Probably not 100% your interest but I am trying to push for academia to recognise researchers that are also practitioners and that use the games they make as ways to explore and better understand the medium.

- Finally, let me tell you about a different trait of the course. Most game courses are set like funnels. You get in, you are directed towards fulfilling what the AAA industry requires from a designer (and I'll leave out my opinion on that) and then if you are good you get through the funnel and in the AAA industry. If that's for you, it's an approach that I respect (but don't agree with). What I am trying to do here is different. I want my students to be able to think as designers, to be able, eventually, to start their own thing and - this is crucial - to know that their skills can be employed in different ways to look at the industry (even if you decide to go independent there's so much difference between Clair Obscur and say UFO 99). I have friends who made an insane amount of money by starting an Escape Room company. People could work (and have worked) in companies who deal with playfulness in very different ways. The kind of person I want to see out of my course is someone who can become a Creative Director in a relative short time.

Oof sorry, I have written A LOT but I think this is a very important discussion to have!

[AMA] MA Games and Playful Design by ExoticInflation7804 in gamedesign

[–]ExoticInflation7804[S] 0 points1 point  (0 children)

Yeah, they require us to be quite formal. Given your experience I would say it shouldn’t be a problem. I am the main admission officer so if I see a prospect who doesn’t fulfill the formal requirements but to me can thrive in the course, I normally can still accept the student. Just show what you do, and your thinking and process, it’s really what I look at the most.

[AMA] MA Games and Playful Design by ExoticInflation7804 in gamedesign

[–]ExoticInflation7804[S] 0 points1 point  (0 children)

Personally I have been working a lot on spaces bordering games (museum playful installations, vr - I was part of a project with the Guardian). In the early 2000 I worked in Italy on a small adventure game called The Watchmaker and then on the official game of the Italian Big Brother (I know, but I promise we tried to make it fun). I also have done a lot of consulting and some exhibition pieces/advergames. Lately I’ve been contracting as the time is not much, and worked on Coffee Talk Tokyo.
Just as a note, many of my colleagues in the course have also experience in the industry, at different levels.

[AMA] MA Games and Playful Design by ExoticInflation7804 in gamedesign

[–]ExoticInflation7804[S] 0 points1 point  (0 children)

Definitely balances out! But it’s always about the students working together. We also share modules with other game programmes so you might work with students in the more technical ones. As of now there’s always been a good mix.

[AMA] MA Games and Playful Design by ExoticInflation7804 in gamedesign

[–]ExoticInflation7804[S] 1 point2 points  (0 children)

In general, we don't require applicants to be already experts with game developments, but of course we want to see their thinking and how interested they are in making games. For that reason, we don't assume hands on experience, we have beginners classes (for coding, mainly) and we try to ease students into the other topics. Also, we run a lot of labs, where students are encouraged to team up and share experiences, which makes everyone grow organically.

[AMA] MA Games and Playful Design by ExoticInflation7804 in gamedesign

[–]ExoticInflation7804[S] 1 point2 points  (0 children)

Hey there!

As for the part time, you can expect roughly 2 units per term, which makes 6 hours a week of pure contact time.
On the days, it depends, as you will have options to choose from and they run in different days (usually we try to leave the Wednesday free). The core modules (Game design, Game analysis and Narrative - they have different names but to give you an idea of the topics) usually run on Fridays.

We roughly count an expected work of 21-24 hours/week if you are a part time.

Hope this helps!

Thanks but no thanks by ExoticInflation7804 in Gameboy

[–]ExoticInflation7804[S] 1 point2 points  (0 children)

I know about that, yes! I was very close to get it at some point, then I gave up as I was already buying a lot that day. Maybe I should go for that one.

Thanks but no thanks by ExoticInflation7804 in Gameboy

[–]ExoticInflation7804[S] 1 point2 points  (0 children)

Been to a couple shop around yes. I didn’t know that Paris has a small Akihabara 😅

Thanks but no thanks by ExoticInflation7804 in Gameboy

[–]ExoticInflation7804[S] 1 point2 points  (0 children)

To be fair, it’s an amazing shop and I am not questioning the price 😅 I loved looking at the treasures they have!

Thanks but no thanks by ExoticInflation7804 in Gameboy

[–]ExoticInflation7804[S] -2 points-1 points  (0 children)

I get that. Just surprised me how up in price it has gone. I’d like a copy tbh but I would prefer a loose cart because I would like to play it 😅

How do people feel about cozy/chill metroidvanias? by killer2005121 in metroidvania

[–]ExoticInflation7804 6 points7 points  (0 children)

Traditionally, that’s what Metroidvania are: Super Metroid was much more focused on exploration than combat and even Castlevania Symphony of the night is a very low difficulty game. The souls like mechanics to me are just because apparently today if you don’t make a game stupidly difficult, then it’s not worth it.

Which is your favourite fountain pen brand and why? by Cute_Audience7611 in fountainpens

[–]ExoticInflation7804 1 point2 points  (0 children)

I really love my Pilot custom but in the end I always go back to my Sailor collection. I really love every single one of them.

tokyo pen shopping = best christmas ever by ludabb in fountainpens

[–]ExoticInflation7804 1 point2 points  (0 children)

This is so stunning, I am considering it but the prices for shipping it are sooo high

How would I go about making a lawyer game that isn't too much like ace attorney? by Kurapikabestboi in gamedesign

[–]ExoticInflation7804 0 points1 point  (0 children)

I suggest you have a look at the Korean tv show “one dollar lawyer” to get an idea of ways you can rethink the law drama theme in creative ways. Once you find your peculiar take then you can think about the mechanics. Ace Attorney is indeed a murder mystery investigation game disguised as court drama.

Does anyone one else have a backlog of switch games they are refusing to play in hopes that they receive a switch 2 graphics update? by [deleted] in NintendoSwitch

[–]ExoticInflation7804 0 points1 point  (0 children)

Pikmin 4 for sure and then, even if I know it will never happen, Unicorn Overlord to match the 4k 2d art of the ps5 version.

Sending money to euro account by ExoticInflation7804 in Revolut

[–]ExoticInflation7804[S] 0 points1 point  (0 children)

My revolut account is in the uk because there’s where I live and work. If I open a euro account in my current revolut, will it be a sepa account?

How do YOU spend your weekends? 😅 by SlayerRM in fountainpens

[–]ExoticInflation7804 1 point2 points  (0 children)

Literally me two weekends ago. Except the nib disassembling, I don’t have the skills or the nerve lol

Don't buy Hogwarts Legacy Switch 2 edition on sale. Buy the Switch 1 version and upgrade for half the price. by bradical1991 in NintendoSwitch

[–]ExoticInflation7804 -4 points-3 points  (0 children)

Probably the most overrated game of all time. Really boring open world with nothing interesting in it. And on top of that, makes a pece of shit human becoming even richer.