Critical-Making-Syllabus

Spring 2024 Edition @ UCF

This project is maintained by AMSUCF

Making Exercise Five: Games

This week, we’ll be working with Bitsy, the tool you’ll be using to develop your essay game. Bitsy is a surprising combination of simple and powerful: it embodies the playful practices of “creativity under constraints” we’ve started exploring through these time-limited, occasionally Dada-ist exercises this semester. At times you might find its limitations frustrating, but these constraints can also help you stick to the available time and keep your scope manageable.

When creating a game as a critical making project at any level in any platform, it is best to first play several games created with the same platform to understand its affordances and to see how other designers have used different features. Next, it is helpful to focus on two elements of the desired game: 1) the topic to be critiqued, interrogated, or highlighted, and 2) the feeling, experience, or knowledge the designer wants the player to glean from the game. Player-centered game design guidelines advocate focusing early in the design process on the motivation behind the gameplay: why would someone play this? What experience, feeling, or knowledge do you want the player to take away from the game? These two aspects of the game will drive the rest of the design. For insights into the process of working with Bitsy specifically towards scholarly output, read Pippin Barr’s account of building an “Ancient Greek Punishment” game in Bitsy. This includes a breakdown of aesthetic challenges and opportunities, as well as sample code that will help you work on your own project.

The most important rule to keep in mind when working with Bitsy is “think small.” As bee ulrich describes in their article on the platform:

Where Odyssey feels like a tome, Bitsy games are poems. They’re handcrafted spaces with so little headroom that every last pixel is placed with purpose. Some do it so well they trick you into thinking you’re wandering a 3D dungeon, or cycling a radio through all the bad stations, or flipping through an informative textbook on moths.

Here’s a few things to think about as you design your “poem”:

Stage One: Storyboarding

Storyboarding can take different forms, but it serves as an outline that helps the designer to plan the beginning, middle, and end of the narrative, which can assist in the more coherent flow of events within the game. If the game is to take a nonlinear timeline, it is even more important. To avoid plot holes and confusion while designing the game, a linear timeline should be developed as a reference, to ensure narrative continuity (unless of course narrative incongruity is the target). Bitsy organizes game design into different rooms which are connected by squares that act as doors to other rooms. The requirement for this exercise in Bitsy is at least three rooms: you can think of each room as providing the scene dedicated to your game’s beginning, middle, and end.

Next, consider the actions that the player will do within the game. Each square within the game grid can be customized to 1) permit the player to pass through it, 2) block the player from passing, or 3) display dialogue, creating the sense that the player is interacting with the figure in that space. This provides opportunities for the game’s design to take the shape of a maze or dungeon crawler, an open world exploration game, a puzzle game, an escape room, and more. The limited scope of each room requires you to purposefully consider the intent of each square in the grid. Along with this, plan for the visual perspective your game will take. Bitsy’s two-dimensional graphical features can create a game with a top-down perspective, as seen in “The World Has Been Sad Since Tuesday” and “A Prison Strike,” but games such as “Endless Scrolling” use more of an over-the-shoulder perspective where the player seems to be looking over the shoulder of the avatar.

Stage Two: Bitsy

You’ll notice that Bitsy particularly resonates with some of the more current examples in our discussions and readings, despite its throwback - retro pixel art aesthetics. Also importantly for our purposes given the change to our course modality, the editor for Bitsy is online and free. Below is a screenshot of what you will be seeing as you get started: particularly note the “download” tools. Whenever you are using an online editor, you will want to immediately get in the habit of downloading the game as a .html file regularly to save your work. You can then import to continue.

Bitsy editor

Upon making the selection to create a new game in the platform (by clicking on the cat icon on the homepage), you will see a screen containing five sections, from left to right:

The layout of Bitsy consists of a series of different sections that modify different aspects of the game, and the creator is not limited to these five items. When you are working on an aspect of the game that necessitates additional creative input, another section appears on the screen. For example, when a game creating edit and entry locations for a room in the game, as sixth editing field appears, allowing you to create and edit locations and transitions for room navigation.

Review the class tutorial video and the guidance in the chapter to build a three-room game essay, focusing on scene design, object interaction, character and object design, and dialogue and sound. If you want to go further with a particular element of Bitsy, consider using this tutorial video series, which cover animation and conditional dialog in more detail than the class video.

Tips and Tricks