Unit 1: Introduction to media processes and technical skills
Unit 2: Introduction to design and research skills in creative media production
Unit 3: Introduction to professional practice in creative media production
Unit 4: Critical and contextual awareness in creative media production
Intent: Introduce you to collaborative creative processes used in professional game development. Inspired by Double Fine's game design methods, you will focus on conceptualizing imaginative level ideas for Psychonauts 3. This will develop your ability to generate and pitch original concepts, as well as design aesthetic elements in line with an established game's artistic style.
Implementation: Through "art jamming", collaboration, exploration of practical and theoretical ideas.
Impact: A deeper understanding of creative game design processes, particularly how studios like Double Fine build immersive game levels. Enhance your collaborative skills, working towards a shared creative vision.
Soft skills: Creative Problem Solving, communication, time management, adaptability
Industry: Game Design Principles (iterative design, concept art and development), Real-World studio workflows - we're following Double Fine's way of generating levels and ideas, software tools - this is a software agnostic week (use whatever you're most comfortable with! The focus is on the ideas themselves)
SMSC: Creativity and self-expression in the context of abstract ideas and inner worlds. Think about the ethical implications of game design, particularly in how mental health is portrayed in Psychonauts and how games can address sensitive topics respectfully. Collaboration, compromise, and effective communication in achieving common goals. Explore a variety of visual and narrative styles influenced by different cultural backgrounds, fostering a broader appreciation of diversity in design.
Context:
You will be creating level concepts for Psychonauts 3, a new game in the Psychonauts franchise. The Psychonauts series is known for the following:
Exaggerated and distinct character design
Surreal environments
Psychological themes
What do I do?
Investigate Psychonauts to get an understanding of the "feel" of the franchise, look at concept art, trailers, playthroughs and level design to get a solid understanding of the style of the series
On your google sites:
Analysis of Pyschonauts, looking at the design and themes
Links and embedded research
What do you mean "analyse"?
What? Why? How do you feel about it?
Going Further:
Take one level from Psychonauts 2 where Raz enters someone's mind. Find a playthrough and analyse the level. Think about how the visuals and gameplay work together. What do you think the designers want the player to feel/do?
What do I do?
Get into your groups! You'll each be designing one level together
Sky
Brooke
Jude
Hope
Rosie
Lola
Ethan
Connor
Samara
Freddie
Finnley
Maydrid
Jack
Frankie
Jayden
What do I do?
You will be "art jamming" similar to how Double Fine do when coming up with ideas for levels.
What do I do?
Follow IDEO's rules for brainstorming. In your groups come up with as many ideas as possible. Psychonauts embraces the surreal so let your imagination run wild. This stage is about coming up with as many ideas as possible. Represent them in notes, sketches, whatever you feel is effective but you must keep it loose. The focus is on the quantity of ideas not the quality of one!
On your google sites:
Your team's ideas
Any research/reference gathered
You and your groups thoughts and feelings
Going further:
Psychonauts levels often have big set pieces and explore an element of someone's mind. Consider these elements in your ideas. It's important you handle themes around mental health with the appropriate level of tact and sensitivity but fears, ambitions and secrets all make great starting points!
IDEO's Rules for Brainstorming
1. Defer Judgment
Creative spaces are judgment-free zones—they let ideas flow so people can build from each other's great ideas.
2. Encourage Wild Ideas
Embrace the most out-of-the-box notions. There’s often not a whole lot of difference between outrageous and brilliant.
3. Build on the Ideas of Others
Try to use “and” instead of “but," it encourages positivity and inclusivity and leads to tons of ideas.
4. Stay Focused on the Topic
Try to keep the discussion on target. Divergence is good, but you still need to keep your eyes on the prize.
5. One Conversation at a Time
This can be difficult—especially with lots of creative people in a single room—but always think about the challenge topic and how to stay on track.
6. Be Visual
Use coloured markers and Post-its. Stick your ideas on the wall so others can visualize them.
7. Go for Quantity
Crank your ideas out quickly. For any 60-minute session, you should try to generate 100 ideas.
What do I do?
Take your favourite/strongest idea for a level and start exploring that idea further. You should still embrace the IDEO/Double Fine philosophy and come up with as many ideas around that one theme as possible.Â
On your google sites:
Your team's ideas
Any research/reference gathered
You and your groups thoughts and feelings
What do I do?
Share your level ideas with the other groups. Discuss ideas everyone in your team has had and what made you settle on this ideas. When another team is presenting ask questions and give feedback.
On your google sites:
Reflection on your level idea and your thoughts on the other teams
Pictures of other teams' level development
What do I do?
Start to build the narrative of the level. Where do you start? Where will you end up. Will there be a boss fight? What type of enemies and abilities will the level contain? You're now building up more refined concepts.
On your google sites:
Your team's refined level
Any research/reference gathered
Reflection
What do I do?
Pitch the level to the rest of the class. Show the concepts and ideas you've come up with and how you've taken on board feedback. Tell the 'story' of your level!
On your google sites:
Your team pitch
Other group's pitches
Feedback given/received
Reflection
What do I do?
Between now and hand in watch the following GDC talks:
What do I do?
Answer the following questions
What does Lisette mean by the term Psychonautical?
How do you feel the game handles mature themes?
What song lyrics helped inspire the Bob's Bottles levels?
What is Lisette discussing when she says "WONK"?
What is Double Fine's design process? How effective do you feel it is? Why?
On your google sites:
Questions answered
What do I do?
Follow Scott Campbell's process of creating characters. Sketch along!
Answer these questions:
How do you feel about this method?
What problems are there with the recording?
On your google sites:
Your sketches and reflection
Questions answered
What do I do?
Play a Psychonauts game! If you can and others can't maybe think about organising a watch party over a discord or in person!
What do I do?
Watch the noclip interview with Lisette Titre-Montgomery. Answer the following questions:
What does a video game artist do?
How do you feel about this career? What do you think the pros and cons would be?
Following the course what would be your progression routes to a job like this?
On your google sites:
Questions answered
What do I do?
Double fine have dropped some monster length documentaries about the development of their games. The documentary shows a raw and realistic journey of the development of their games. You should start watching the following while sketching:
On your google sites:
Thoughts and feelings on the documentaries
Your sketches