games, glitches, and creativity

pic-345: games, glitches, and creativity (3 credits)
section: 1
time: tuesdays, 5-7:50 pm (est)
instructor: prof. luke degnan (ldegnan@pratt.edu)
office hours: by appointment, virtual

links

zoom: https://pratt.zoom.us/j/99450950928

videos

course calendar/schedule

week 1: introductions

intros / syllabus.
Play Zork – Zork, a classic text-based adventure game, introduces students to early interactive narratives, where player choices shape the story. This activity aligns with the course’s objective of exploring non-linear storytelling and the relationship between technology and narrative creation, highlighting how games can serve as a medium for complex narrative structures.
In class: story dice – Students use story dice to spark creativity and build quick narratives, introducing them to non-linear, chance-based storytelling. This relates to course outcomes by encouraging connections between spontaneous creativity and structured narrative techniques.
In class: transcription – Using Otter.ai for transcription, students practice capturing dialogue and textual analysis, fostering skills in technology-assisted writing. This activity helps students integrate technology with creative processes, reinforcing the interdependence of tech and composition.

week 2: narrative / html

Narrative theory – Introduces students to theoretical concepts about how stories are structured and understood. This underpins their ability to adapt these ideas across media.
What stories do we tell ourselves? – Reflecting on personal narratives encourages self-assessment and building connections between personal experiences and academic theory.
Intro to HTML – Learning HTML begins to equip students with tools for digital storytelling, aligning with the outcome of integrating technological and creative skills.

week 3: outcomes / game

pic Outcomes.

In-class: PIC Outcomes Reflection / game jam – Students will reflect on the PIC outcomes by writing a short (100-150 word) personal reflection on how they expect these outcomes to impact their work. Then, in groups, students will share their writing and brainstorm a game that could teach these outcomes.

The Quiet Year – A collaborative storytelling game that teaches students how group interaction can shape narrative. This activity encourages interdisciplinary thinking by blending game mechanics with narrative theory, supporting adaptation across disciplines.

week 4: strategies / html

Oblique strategies – Students use prompts from the Oblique Strategies deck to push through creative blocks. This connects with course outcomes by encouraging flexibility in creative problem-solving.
HTML / glitch – Students learn how HTML can be glitched to create unique digital narratives, integrating technology with writing practices.
In-class: autobiographical game character – Students design a game character based on personal experience, combining autobiography with game mechanics. This relates to outcomes by blending storytelling, technology, and personal reflection.
Assignment 1/6: short story – A foundational exercise in traditional narrative writing that introduces students to course skills in storytelling, to be further developed in interactive formats. students are expected to use elements of their The Quiet Year session to inform their story.

week 5: css / hypertext narratives

Quiz – Assesses basic understanding of HTML.
Hypertext narratives – Lecture on interactive, non-linear storytelling in HTML.
CSS – Introduces students to styling web pages, connecting visual design with storytelling. This activity supports interdisciplinary learning by combining technical and creative design skills.
Botnik predictive writer – Students explore AI-assisted writing, understanding the role of evolving technologies in creative processes.
In-class: game (title) jam – A collaborative exercise where students create game titles and brief descriptions.

week 6: crowdsourcing / games

In-class: play Alone Among the Stars – A solo role-playing game that encourages students to reflect on their creativity in isolation, making connections between internal thought processes and external expression.
Assignment 2/6: hypertext narrative – Builds on hypertext narrative theory and application.

week 7: crowd sourcing / game jam

In-class: game jam, 200 word RPG – Students develop short role-playing games, encouraging collaboration and creative synthesis. This supports outcomes in making connections across disciplines.
Crowdsourcing – Explores collective creation, focusing on collaborative skills and interdisciplinary contributions.
Assignment 3/6: crowdsourcing – Formalizes the application of crowdsourced content in creative projects.

week 8: no class / fall break

week 9: algorithms / poetry / fairy tales

Glitch algorithms – Students manipulate algorithms to create fiction and poetry, learning how disruptions in technology can lead to creative breakthroughs, supporting the outcome of integrating technology and creativity.
In-class: fairy tales – Students reinterpret classic fairy tales through algorithmic transformations, blending literary analysis and digital methods.
Charles Bernstein's "Experiments" – Exposure to experimental poetic practices encourages students to think beyond conventional writing methods.

week 10: bitsy

Bitsy – Introduces students to Bitsy, a simple game-making tool, showing how minimalist tools can foster creativity and narrative design.
In-class: game jam, Bitsy – A hands-on creative exercise where students rapidly prototype games using Bitsy, reinforcing technological and narrative integration.
Assignment 4/6: bitsy game – Formalizes students’ understanding of narrative and game design through Bitsy.

week 11: loss

Generation loss – Explores the concept of loss in digital media (e.g., degradation of files over time) to examine how destruction and transformation can affect creative work.
I Am Sitting in a Room / The Disintegration Loops – Examples of creative works built on repetition and degradation, helping students understand how media loss can be a powerful narrative tool.
1:1 meetings – Individual feedback sessions to help students reflect on and assess their creative progress.
In-class: Bitsy game – Students continue refining their Bitsy projects.

week 12: where are we? / twine

Psychogeography / Situationist International – Students explore the relationship between space, place, and narrative. This exercise enhances their ability to transfer theoretical concepts to creative practice.
Assignment 5/6: psychogeographies – A formal application of psychogeography theory in a creative project.
Introduction to Twine – Introduces the Twine tool for creating interactive, non-linear stories, combining narrative theory with technology.
In-class: Twine jam – A rapid prototyping session where students create interactive stories in Twine, integrating narrative and technology.

week 13: game / twine continued

In-class: play The School Year – Students engage with a Twine game to see how narrative design choices shape interactive experiences.
Assignment 6/6: twine game – Formalizes their understanding of interactive storytelling by creating a complete Twine game.

week 14: mods

In-class: modify an existing game (e.g., Chess 2) – Students remix existing games to understand how rules and structure affect narrative and gameplay. This supports the course outcome of adapting skills to new contexts and encouraging innovative thinking.

week 15: final presentations

****final portfolio due****
student presentations day 1.

week 16: final presentations

student presentations day 2.


course requirements

textbooks, readings, and materials:
all readings and materials will be provided.

readings and materials:

Basinski, William, "dlp 1.1", The Disintegration Loops, 2062, 2001

Bernstein, Charles. “Experiments.” University of Pennsylvania, http://www.writing.upenn.edu/bernstein/experiments.html.

jackson, shelly. my body. web. http://www.altx.com/thebody.

koblin, aaron, and daniel massey. bicycle built for two thousand. web. http://www.bicyclebuiltfortwothousand.com.

lindsey, patrick; schankler, issac; quinn, zoe. depression quest. web. http://www.depressionquest.com.

Lucier, Alvin, “I am sitting in a room”, I am sitting in a room, Lovely Music, Ltd., 1981, YouTube

magnuson, jordan. game poems: videogame design as lyric practice. amherst college press, 2023.

malloy, judy. l0ve0ne. web. http://www.eastgate.com/malloy.

mohammad, k. silem. sonnagrams 1-20. slack buddha press, 2009.

obadike, mendi lewis. "keeping up appearances." blacknetart.com, 2001. web. http://www.blacknetart.com/keepingupappearances.html.

queneau, raymond. exercises in style. translated by barbara wright, alma classics limited, 2019.

russell, legacy. glitch feminism. verso books. 2020.


in class assignments / final project:

in class assignments: Students will complete multiple creative tasks during each class session, such as creating work or responding to readings. These tasks foster immediate application of the interdisciplinary skills discussed, supporting course outcomes like making connections across disciplines, adapting skills to new contexts, and self-assessing. They allow students to engage in different media and methodologies that directly link academic knowledge with creative practices.

final portfolio:
The final portfolio compiles all six homework assignments and demonstrates a holistic grasp of the interdisciplinary nature of the course. It reflects the integration of learned techniques from various assignments, such as narrative construction, interactive design, and technology-enhanced creativity, into a cohesive body of work. This portfolio supports course objectives by encouraging students to adapt and apply skills across media (writing, coding, game design), assess their learning process, and transfer knowledge to create a unique, integrative project. The use of HTML, CSS, Twine, and Bitsy fosters the connection between stylistic knowledge and evolving writing technologies, aligning with the goal of demonstrating creative fluency in both visual and verbal modes of communication.

Assignment 1: Short Story.
This assignment hones foundational writing skills by exploring narrative and storytelling. It begins to engage students with the course outcome of integrating different forms of communication (written narrative) and applying core writing techniques in a creative context.

Assignment 2: Hypertext Narrative.
This task introduces students to non-linear narratives, directly engaging them in the intersection of writing and technology. By constructing a hypertext narrative, students are asked to adapt traditional storytelling methods to digital formats, fulfilling outcomes related to making connections across disciplines and applying new methodologies to creative work.

Assignment 3: Crowdsourcing.
Students explore collaborative methods of content creation, fostering skills in teamwork and collective creativity. This assignment aligns with the course’s focus on interdisciplinary connections, as students learn to blend different voices and perspectives into a unified piece of work, reflecting the course outcome of adapting knowledge to new contexts.

Assignment 4: Bitsy Game.
Students use the Bitsy tool to create a simple game, introducing them to interactive storytelling and game design. This assignment fuses visual and verbal modes of communication and helps students grasp the relationship between technology and creative expression, meeting the objective of understanding how evolving technologies impact the creation of work.

Assignment 5: Psychogeographies.
This project explores how physical environments influence creative practice, blending design, writing, and spatial exploration. Students apply theoretical concepts to new contexts, meeting course outcomes related to interdisciplinary thinking and integrating various media into a single piece.

Assignment 6: Twine Game.
Creating a Twine game solidifies students' understanding of non-linear narrative and interactive storytelling. This assignment pushes students to synthesize writing, design, and technical skills to create an immersive digital experience, fulfilling objectives related to the transfer of knowledge across disciplines and the application of stylistic and technological expertise.

Final Presentation.
Through the portfolio and final presentation, students demonstrate self-assessment and reflect on how they've integrated prior knowledge to respond to new challenges, ultimately building on their evolving understanding of interdisciplinary creative practices.

assessment and grading

in-class assignments: 50%
final portfolio: 50%

a = sustained level of superior performance demonstrated in all areas of course requirements
b = consistent level of performance that is above average in a majority of the course requirements
c = performance that is generally average and course requirements are achieved
d = below average performance and achievement of the course requirements
f = accomplishment of the course requirements is not sufficient to receive a passing grade

course description

bulletin description

the pratt integrated courses are designed as interdisciplinary explorations of a wide range of possible content, putting into practice multiple ways of thinking and ways of making. the courses will employ and integrate skills students have acquired in both studio and general education classes, recombining them in novel and unexpected ways that test, challenge, and expand the student’s creative capacities.

these interdisciplinary courses allow students to explore themes and topics outside their majors, to delve deeply into areas of research that cross disciplinary boundaries, and to work with students in other departments on creative/critical and collaborative projects. they are taken by students during the period of their career when they have completed their foundation courses and their general education core work, and are delving more deeply into the specialized training of their major disciplines and the post-core courses in liberal arts.

the overall objective of these courses is to provide a unifying moment in the educational experience of pratt undergraduates and opportunities for them to work on integrative assignments and a culminating project.

detailed description

how can technology impact creativity? how can we gamify our creative practice? what happens when we amplify our mistakes or magnify our missteps? in this course we will examine different technologies and how they affect creativity in practice, through games, visual art, writing, and other processes. students will create work that is disrupted, enhanced, glitched, flipped, or obfuscated by technology and explore concepts and tools such as augmented realities, chatbots, electronic literature, non-linear narrative, and writing for video games.

course goals

general
pratt integrative course goals:

  • to build integrative capacities;
  • to prepare students to solve unscripted and complex problems both in teams and individually;
  • to engage students in practices of making, thinking and doing that integrate multiple disciplinary knowledges and skills in ways that enhance collaborative work and self-knowledge;
  • to instill a sense of agency in production of knowledge and creative work;
  • to provide a platform for reflection and self-definition that spans majors and academic coursework;

other goals

  • to develop an understanding of electronic literature, digital art, and the language of the web
  • to compose a series of works that address diverse audiences and rhetorical contexts.

student learning objectives:
pratt integrative course outcomes:

students will be able to connect relevant experiences gained outside the classroom and academic knowledge.

students will be able to make connections across disciplines and perspectives.

students will be able to adapt and apply skills, abilities, theories and methodologies gained in one situation to new contexts and situations.

students will be able to integrate modes of communication in ways that enhance meaning, making clear the interdependence of language—both visual and verbal—form, thought and expression.

students will be able to self assess, track learning process, and demonstrate a developing sense of self as learner, building on prior experiences to respond to new and challenging contexts.

other objectives/outcomes

students will be able to understand the impact evolving technologies have on the creation of creative pieces and will be able to apply this knowledge to create pieces of their own.

students will be able to show a working knowledge of the evolving, interdependent relationships among composing practices, stylistic knowledge, and writing/art technologies.

policies
pratt institute-wide information

academic integrity policy

at pratt, students, faculty, and staff do creative and original work. this is one of our community values. for pratt to be a space where everyone can freely create, our community must adhere to the highest standards of academic integrity.

academic integrity at pratt means using your own and original ideas in creating academic work. it also means that if you use the ideas or influence of others in your work, you must acknowledge them.

at pratt,
we do our own work,
we are creative, and
we give credit where it is due.


based on our value of academic integrity, pratt has an academic integrity standing committee (aisc) that is charged with educating faculty, staff, and students about academic integrity practices. whenever possible, we strive to resolve alleged infractions at the most local level possible, such as between student and professor, or within a department or school. when necessary, members of this committee will form an academic integrity hearing board. such boards may hear cases regarding cheating, plagiarism, and other infractions described below; these infractions can be grounds for citation, sanction, or dismissal.

When students submit any work for academic credit, they make an implicit claim that the work is wholly their own, completed without the assistance of any unauthorized person. These works include, but are not limited to exams, quizzes, presentations, papers, projects, studio work, and other assignments and assessments. In addition, no student shall prevent another student from making their work. Students may study, collaborate, and work together on assignments at the discretion of the instructor.

Examples of infractions include but are not limited to:

  • Plagiarism, defined as using the exact language or a close paraphrase of someone else’s ideas without citation.
  • Violations of fair use, including the unauthorized and uncited use of another’s artworks, images, designs, etc.
  • The supplying or receiving of completed work including papers, projects, outlines, artworks, designs, prototypes, models, or research for submission by any person other than the author.
  • The unauthorized submission of the same or essentially the same piece of work for credit in two different classes.
  • The unauthorized supplying or receiving of information about the form or content of an examination.
  • The supplying or receiving of partial or complete answers, or suggestions for answers; or the supplying or receiving of assistance in interpretation of questions on any examination from any source not explicitly authorized. (This includes copying or reading of another student’s work or consultation of notes or other sources during an examination.)
  • The use of generative artificial intelligence (AI) to produce or to improve work, whether visual or textual, except when called for by an assignment or instructor and acknowledged transparently as one tool among others in the creative process.


attendance policy

general pratt attendance policy pratt institute understands that students’ engagement in their program of study is central to their success. while no attendance policy can assure that, regular class attendance is key to this engagement and signals the commitment pratt students make to participate fully in their education.

faculty are responsible for including a reasonable attendance policy on the syllabus for each course they teach, consistent with department-specific guidelines, if applicable, and with institute policy regarding reasonable accommodation of students with documented disabilities. students are responsible for knowing the attendance policy in each of their classes; for understanding whether a class absence has been excused or not; for obtaining material covered during an absence (note: instructors may request that a student obtain the material from peers); and for determining, in consultation with the instructor and ahead of time if possible, whether make-up work will be permitted.

consistent attendance is essential for the completion of any course or program. attending class does not earn students any specific portion of their grade, but is the pre-condition for passing the course, while missing class may seriously harm a student’s grade. grades may be lowered a letter grade for each unexcused absence, at the discretion of the instructor. even as few as three unexcused absences in some courses (especially those that meet only once per week) may result in an automatic “f” for the course. (note: students shall not be penalized for class absences prior to adding a course at the beginning of a semester, though faculty may expect students to make up any missed assignments.)

faculty are encouraged to give consideration to students who have documentation from the office of health and counseling. reasonable accommodations for students with disabilities will continue to be provided, as appropriate.

refer to the pratt website for information on attendance.

students with disabilities

the instructor will make every effort to accommodate students with both visible and invisible disabilities. while it is advisable that students with disabilities speak to the instructor at the start of the semester if they feel this condition might make it difficult to partake in aspects of the course, students should feel free to discuss issues pertaining to disabilities with the instructor at any time. depending on the nature of the disability, and the extent to which it may require deviations from standard course policy, documentation of a specific condition may be required, in compliance with conditions established by the campus learning access center, and in compliance with the americans with disabilities act. students who require special accommodations for disabilities must obtain clearance from the office of disability services at the beginning of the semester. they should contact elisabeth sullivan, director of the learning access center, 718.636.3711.

religious policies

in line with pratt’s attendance policy, pratt institute respects students’ requirements to observe days of cultural significance, including religious holy days, and recognizes that some students might need to miss class to do so. in this, or other similar, circumstance, students are responsible for consulting with faculty ahead of time about how and when they can make up work they will miss.

additional space for departmental or course policies

for this particular course, students are expected to attend all classes, arriving in a timely manner. students with extensive absences (three or more for any reason) may be required to drop the course or may receive a failing grade at the discretion of the instructor.