Not in My Gallery! Card Game

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EXERCISE3

Interactive Story Concept

Interactive Story Concept

ITGM 705 Visual Interface and Information Design Summer 2010 | Professor David Meyers

Š 2010, All Rights Reserved. Intellectual Property of Tim Putt Non-Digital Interactive Story

ITGM 705

Visual Interface & Info Design

Spring 2010

Professor David Meyers

1


table of contents 3 5 6 7

Project Details Application Intent Card Game Game Play

Non-Digital Interactive Story

ITGM 705

Visual Interface & Info Design

Spring 2010

Professor David Meyers

2


project details |

Interactive Story

OBJECTIVE Conceptualize a non-digital, interactive story in either the form of a deck of cards, a tabletop game, or a visual branching narrative. Your project should include the following components: 1. A one- or two-page artist’s statement that describes your interactive story, including a discussion of the larger final form your project might take 2. No fewer than three sketches that illustrate the intended experience.

You should develop a non-digital interactive experience concept, not a functional (or even design-complete) project. You may use paper and pen/pencil, Illustrator, Photoshop, Freehand, or any other software. However, the focus of the project is on the interface, not the degree of visual polish applied to it. In conceptualizing your project, it is important that you have completely synthesized the characteristics of the interactive story into an integrated, interactive whole.

Non-Digital Interactive Story

ITGM 705

Visual Interface & Info Design

Spring 2010

Professor David Meyers

3


project details |

Interactive Story

Process

Evaluation Criteria

Materials and Formats

1. R ead Chapters 14 and 26 from Salen and Zimmerman’s, Rules of Play, section 1.5 from Meadows’s Pause and Effect (on electronic reserve with the Jen Library) and the course content for Unit 6, with emphasis on “Defining Interactive Narrative.” 2. C reate at least three concept sketches for a non-digital interactive story based on your understanding of interactive narrative. 3. Write a one- or two-page artist’s statement that describes your interactive story, including a discussion of the larger final form your project might take. 4. P ost your work-in-progress to the appropriate Unit 6 discussion forum by Day 4 for class discussion and feedback. 5. R eview the feedback provided by your professor and peers, and make any desired revisions to your work. 6. P ost the final, revised version of your concept sketches and artist’s statement as a single zipped archive via the Submissions link in the course menu by the end of Unit 6.

• The concept sketches should clearly convey the use of your digital artifact.

• The concept sketches and artist’s statement should convey a clear understanding of the interactive narrative and how it is distinct from traditional narrative.

• Paper and pencil drawings must be scanned and collected into an Adobe Acrobat PDF for posting and submission.

• Sketches created in Adobe Illustrator, Photoshop, Corel Painter, or other drawing programs should be collected into an Adobe Acrobat PDF for posting and submission.

• Artists’ statements should be saved as RTF (Rich Text Format) files.

• You will be evaluated on the clarity and sophistication of your interactive idea. You will not be evaluated on the polish of the graphic design of this exercise. Handdrawn sketches are perfectly acceptable. • The artist statement should be well written and free of grammatical and typographic errors.

Non-Digital Interactive Story

ITGM 705

Visual Interface & Info Design

Spring 2010

Professor David Meyers

4


application intent | Children love to learn if they are having fun. Studying art and memorizing artists names can get old very quickly, but turn it into a game, drizzle in a little competition and the kids will be clamoring to know the most. Impasto Impostor is one deck of a series of educational art games where the players must collect painting cards to win. Much like Go Fish, the first player to collect the most sets of any artist’s real and fake paintings wins. The contraband paintings have subtle differences in the image, as well as misspelled artists names. The game is over when all the cards are gone. A players turn starts when they inquire from another collector if they have the impasto or the imposter piece of art work by saying, “Pardon me Collector Tim, would you

Interactive Story

happen to have a ‘Starry Night’”. Players must hand the artwork over if they are asked. If they do not have the artwork the collector being asked says, “Not in my Gallery, Give that (pointing to the deck) a try.” Other games in the set focus on other art periods for a well rounded art education and include: Renaissance Renegade, Contemporary Crook, Cubism Dubism and Romantic Replicare. Players are referred to as collectors and must speak with respect and dignity for each other even though they may not be entirely pleased with how the game progresses. Age 5+

Non-Digital Interactive Story

ITGM 705

Visual Interface & Info Design

Spring 2010

Professor David Meyers

5


card game |

”Not in my Gallery!” Card game

Sample Card Pair

• Art is slightly different (jar artwork, fallen pedal) Vase with Twelve Sunflowers

Vase with Twelve Sunflowers

Vincent Vangogh, 1887

Vince Vanguard, 1887

Correct Info • Artwork title • Artist name • Date

Incorrect Information • Different title • Incorrect name

Non-Digital Interactive Story

ITGM 705

Visual Interface & Info Design

Spring 2010

Professor David Meyers

6


game play |

”Not in my Gallery!” Card game

• Deal 7 cards to each player.

• Players collect pairs of real and fake paintings. • Players ask other “collectors” if they have what they are looking for. • The player must give the card they are asked for if they have it. • If they don’t have it they say—“Not in my gallery, Give that a Try”

Non-Digital Interactive Story

ITGM 705

Visual Interface & Info Design

Spring 2010

Professor David Meyers

7


card game |

”Not in my Gallery!” Card game

Game Play

• Players layout sets as they collect them. They MUST lay the set down with the fake artwork on the bottom. If they don’t any player can announce a steal. Whoever calls it first gets the set. • After putting down a set, the player collects the amount of cards from the deck as to always have 7 cards in hand.

• The game is over when there are no cards left in the deck and one player is out of cards. • The “collector” with the most sets wins the game.

• Winner with 8 sets

Non-Digital Interactive Story

ITGM 705

Visual Interface & Info Design

Spring 2010

Professor David Meyers

8


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