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勾搭的另一个…………
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Ilya Zarembsky
Hey Chuck, too bad!
Ok, here goes:
5, Word is there will be about 30 people in the class you'd be entering, and the plan is to keep it around that number for the next class. In the current class, there are 16 men (including a transgender guy) and 3 women. I expect fixing this gender imbalance has been one of the goals for your class. The 19 students range in age from 21 to ~40 (one guy). Most people are in their midtwenties; there are several people in their early thirties, and several people who are just out of college. I am 32 myself - the 3rd or 4th oldest. I'm Russian, there are two Chinese guys, there's a Canadian guy, a German woman, and the rest I think are more or less American -- though they are from all over, not just NY. There are a few people who were comp sci majors in undergrad, but most people had some kind of humanities major -- social science, literature, etc. I was an English major at Yale, though that was a while ago. No one has worked professionally in games, but a number of people had made (and in some cases released) games before starting the program. We've got a guy who's been working as an engineer at Google for many years, the Canadian guy worked in software for many years, artists who have worked random jobs and made operas/pixel art/etc, a person who's really into LARPs, and someone who's been an actor and runs a game podcast. As for myself, I had a pretty diverse mix of jobs in my twenties -- pro poker player, (junior) software developer, teacher.
. 1point3acres
4. You're basically free to take any class at NYU you can talk your way into. This semester, we are taking classes at ITP, Poly, and probably a few other departments. Your first semester, all of your classes will be at the Game Center, but after that it opens up.
3. There are lots of mobile/indie game outfits in NYC. If you're more interested in AAA game development, there are numerous internship opportunities at places like Riot, Blizzard, EA, etc. That said, I don't have a sense of how much the NYU Game Center affiliation will help you in getting an internship -- I am not looking to intern this summer myself, so haven't applied for any. You may want to talk to Toni, Shervin, Noah, the profs. We did have an internship fair earlier this semester where we had an opportunity to meet many local company reps face to face, give them our resumes, etc. I think it's safe to say that if you want a summer internship and do well in school, you have an excellent shot of getting one of your top three choices.
2. I wasn't sold on the move to POLY at first -- right now, we're in the middle of lower Manhattan, mingling with the other Tisch kids, which is nice for casual networking, making friends, and collaboration. That said, I've come around. I think we will have a larger and better space there, and we'll have an easier time meeting and collaborating with Poly students, who bring a lot of technical and HCI expertise. There's a close connection between the two campuses already -- the Game Innovation Lab at Poly is where many of us are already taking 1/2 classes this semester. On a practical note, the new campus is conveniently located, safe, and there's lots of food, etc nearby
1, The best way to answer this is probably to tell you about what last semester was like.
We all took 4 classes together: Game Studies, Games 101, Game Studio, and Game Design..--
Games 101 is a lecture survey of the history of (mostly) digital games. Every week, Frank Lantz or a guest instructor (almost always other profs in the program) gave a lecture on a topic like "Action Games", "Adventure Games", etc. And then every week, we also had a section where we would discuss the week's lecture and play important games from that genre. Every week, we had to write a two-page critical essay on one of the "key" games from the genre -- if you're interested, I can send you a couple sample assignments/essays. There was also a midterm and a final; these were pretty standard for a lecture class -- some multiple choice, some short answer, some essays. The class is open to undergrads as well and is about ~100 students. However, it's not all sitting there listening to the prof -- there's a ~20 min part at the beginning of each lecture where we have a group discussion about the previous week's lecture (in addition to the section discussions).. 1point 3 acres
Game Studies is a theory seminar that focuses on analytical/theoretical approaches to games. Every week, we read a number of influential/classic essays/book chapters in game studies, and discussed the readings during class. We also had to give a presentation on one of the readings, and write three essays. If you like, I can send you one of mine so you can get a sense for what this class was about. If you're not interested in theory, you will never have to take another such class during your time here -- however, I have found theory surprisingly practically useful as a design tool.
Game Design and Game Studio were both workshop classes that focused on game creation in teams of 2-5.
Game Studio was a digital workshop. We complete 4 projects over the semester; 2 2D projects in Gamemaker, and 2 3D project in Unity. The focus of the class is not on programming or other technical production skills, but rather on applying game design principles to digital design, and learning how to effectively work in teams.
The Gamemaker projects were: "an abstract action game using only squares" and "a 2D platformer". Χ
The Unity projects were "an adventure game" and "an action game"..1point3acres
Aside from the abstract game assignment, the constraints were loose, and the projects were all over the place in terms of theme, setting, mechanics, etc.
We had 2-4 weeks per project. At the end of each project, we showed our work to the rest of the class and gave each other feedback. This happened also during the development process: we often showed prototypes and talked about the technical and game design issues we were facing. Many weeks, guest lecturers stopped by to discuss their design process and give us feedback in their special area of expertise. They included Kevin Cancionne, Noah Sasso, and several others. The rest of class time was taken up mostly by supervised tool tutorials and group work sessions. We were responsible for scheduling additional work sessions with our teams outside of class to complete the projects successfully.
More questions?
Game Design was a workshop in the fundamentals of game design, taught by Eric Zimmerman. We worked on non-digital projects only. There were about 6 assignments, ranging from 1 to 4 weeks in duration, and the teams again ranged from 2 to 5-6 people. The first project, a warm-up, was to modify an extremely simply existing game (RockPaperScissors, War, etc). We also made an abstract board game and a physical game. The final project was more open. I worked on a team of 5 to create a card&board game that combines elements of Dominion and Settles of Catan.. From 1point 3acres bbs
Most of class time was spent doing game design exercises designed to expose us to concepts like probability, negative/positive feedback, balancing, hidden information, etc. We also spent some time each week discussing readings from Rules of Play and the Game Design Reader (both by zimmerman and Salen), and discussing how the insights in the readings could be applied to our practice.. Χ
Every week we also had lab time (same for Game Studio, actually), which was basically guided group work time. Eric would go around and give us feedback on our prototypes, and we would iterate on them.
Hopefully I've given you a bit of a sense of what our program is like. There's a lot besides what happens in class, though -- the Game Center organizes many lectures and talks (and supports students who want to help with such events -- my classmate Toni Pizza has co-founded a new talkk series that runs at the Game Center and is heavily publicized by them), and there's a vibrant games community outside of the Game Center in NYC. For example, there's a Babycastles, a well-known and influential game collective that works to promote game culture, puts on exhibitions and parties and workshops, and curates exhibits at art festivals and major museums.
.--Cheers,
IVZ
P.S. Oh, we've also got a guy who's been a successful techno DJ |
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