OPTION JMA-GE / MAIA

Video Games for Spatial Design

Screenshot from The abbey of Crime,(1987), published by Opera Soft, a video game based on Umberto Eco's novel The Name of the Rose.

Content

Considering that every video game inherently involves space, with spatial design being a fundamental aspect of game development (Aarseth, 2001, p. 161; Totten, 2014), this course offers guidance on how to construct such spaces from the ground up. Beyond the practical aspects of game design, the course also delves into the analysis and comprehension of how virtual spaces within video games function and why they are so pervasive in contemporary life. In a society that is increasingly gamified (Colomina, 2013), where digital layers of virtuality enhance and extend the material world, strategies derived from video games permeate nearly every facet of life—from traditional games to gamified applications and playful mechanisms within social networks. Understanding how these virtual spaces and strategies operate is crucial for grasping the dynamics of this augmented reality.

Teaching aims

This course is structured around two primary objectives. First, it aims to provide an in-depth understanding of the software tools used to create virtual play environments, such as video games, and to apply this knowledge through a hands-on approach to comprehensively produce a virtual environment. Such expertise is crucial for conducting analyses that go beyond superficial interpretations of virtuality (Rushkoff, 2010). Second, the course emphasizes the importance of analyzing existing virtual environments, focusing on understanding their design, functionality, and underlying objectives, limits, and principles.

teaching forms

Over the course of eight class, we will learn how to construct an interactive virtual space. We will explore the core components that constitute virtual environments—code, design, and art—examining each in detail to understand their functions and how to develop them from the ground up. The process will involve creating a design document and focusing on the development of a fully playable environment. To gain a comprehensive understanding of the development process, we will work with two game engines: a commercial platform like Roblox and an open-source engine like Godot. This dual approach will provide the technical knowledge necessary for applying these skills to future projects.

further information

To follow the classes and develop the course-work it is highly recommended to have a computer with the minimum requirements for installing video game creation software such as Godot, Roblox or Unity, as well as an external mouse (and not just a trackpad).

Semester
2025 Printemps
Module
OPTION JMA-GE / MAIA
Teachers
Contacts
Aida Navarro Redón Valentina De Luigi
Address

HEAD – Genève
Nouveau Campus
Bâtiment H, Avenue de Châtelaine 7
salle 4.06

ECTS Credits

3

Location
JMA-Geneva
First contact

Vendredi 07.03.3025, 09.00 – 12.00
Campus HEAD, salle 4.06 (quatrième étage)

Dates

14.03, 21.03, 04.04, 11.04, 02.05, 09.05, 16.05.2025

Language

English