April 15, 2024

Digital Storytelling II — the art, craft & biz of storytelling in 21c (Spring 2024)

Digital Storytelling II — the art, craft & biz of storytelling in 21c (Spring 2024)

Digital Storytelling II lead to the development of Columbia University School of the Arts’ Digital Storytelling Lab (Columbia DSL) as well as helping to inform a new MA in emerging media that mixes theory and practice. We now offer Digital Storytelling I, II, III, World-building Creative Coding and New Media Art and soon the offering will expand with additional courses plus Executive Education and Master Classes.

Over my time at Columbia I’ve experimented with creating a lab-based atmosphere on campus and within our classrooms. This is directly informed by my time spent helping to design and/or mentor at labs for organizations such as Sundance, Tribeca, Microsoft, PBS, Refinery29, the World Economic Forum, and UNICEF among others.

The Columbia DSL brings together students and faculty from across the University along with outside practitioners to collaborate on a series of complex problems. The outputs from our classes often make their way into the world through public exhibitionsopen resources and monthly meetup events at Lincoln Center hosted by Film at Lincoln Center.

The following contains details on the course as well as a series of resources that have been updated.

Digital Storytelling: Building Storyworlds

Prof. Lance Weiler

Columbia University School of the Arts

Day & Time Mondays 6 pm to 9 pm

Office Hours: available before or after class

Welcome

Welcome to Digital Storytelling “Building Storyworlds: the art, craft & biz of storytelling.” This syllabus is intended to be a living document that will evolve over the course of the semester. In order to accomplish this we are utilizing medium.

Course focus

The democratization of the tools to create has enabled anyone to become their own media company. Disruption has ripped through the entertainment industry, challenging how things are made, distributed and consumed. But what does it take to build engaging stories in a fragmented digital landscape? What models will emerge and how can one take advantage of new opportunities?

Digital Storytelling II: Building Storyworlds examines the art, craft and business of storytelling in the 21st Century. The course takes a deep dive into theory, process and design as it combines practical experience with insight into emerging trends. A mixture of lectures, collaborative design exercises and guest speakers, Digital Storytelling: Building Storyworlds provides a detailed overview of what it takes to produce projects that combine story and tech.

Grades are based on prototyping assignments, class participation and a final team presentation based on an RFP (request for prototype) which will be provided in the fourth class of the semester.

The RFP and a note about the final presentation

Over the course of the semester, teams will work to craft a pitch presentation as well as develop a prototype that represents a moment from the experience. At the close of the class, teams will pitch to a panel of industry experts. Teams will have 10 minutes to present. Full details about the RFP will be presented within class.

In this course, students will learn . . .

  1. About emerging trends and technologies and their impact on storytelling
  2. About design thinking, narrative design and simple game mechanics
  3. How to shape design questions
  4. How to identify design principles
  5. Methods for feedback and critical review of interactive work
  6. Methods for scripting interactive narratives
  7. How to utilize conditional statements to craft meaningful interactions
  8. How to craft a user journey
  9. How to craft user personas
  10. How to prototype and test ideas
  11. Collaborative methods to build strong teams
  12. How to ideate, vet, package and pitch interactive/immersive concepts
  13. About emerging business models and new opportunities for reaching audiences
  14. Best practices for developing, producing and distributing interactive/immersive projects

Students prepare an “Existential Haunted House” centered on Climate Change at Wildrence. In the fall of 2019 my Digital Storytelling III class collaborated with Wildrence’s co-founders Yvonne Chang and Jae Lee.

Syllabus

RECOMMENDED READING

While there is no required reading for the course there is a recommended reading list that works as a nice companion to the class. You can see the list at the end of the syllabus below.

CLASS #1 — Building Storyworlds

Welcome and Intros

An overview of the course, how it will work and what is expected

Opening exercise

The class takes part in an opening exercise

Lecture

Building Storyworlds: the art, craft & business of storytelling in an ever-shifting digital landscape

Play Test

Browser Based Stories

Checkout

Closing remarks and assignments for the following week is given

CLASS #2 — Decentralized Storytelling

Check in

Discussion around the previous week’s assignment

Lecture

Decentralized Storytelling: storytelling in an ever-shifting digital landscape

Collaborative Exercise

Surfacing Design Principles

Play Test

Narrative Based Games

Checkout

Closing remarks and assignments for the following week are given

CLASS #3 — Emerging Trends & Opportunities

Check in

Discussion around the previous week’s assignment

Lecture

How emerging trends are impacting film, TV, gaming, and publishing

Fireside Chat

We’re joined by an industry vet who unpacks how project briefs are created and the underlying role of strategy in the process

Exploring the Brief Process

Collaborative exercise where our guests lead us through the creation of a brief

Checkout

Closing remarks and assignments for the following week are given

CLASS #4 — Experience Design

Check in

Discussion around the previous week’s assignment

Lecture

Finding the story you want to tell and crafting the world that will support it — an in-depth look at the making of Where There’s Smoke

Field Trip to Solana Foundation

We’ll be visiting the Solana Foundation to explore the potential of Web3 to bridge physical and virtual experience

Panel discussion

A group of Web3 artists share their creative practice

Social Mixer with Practitioners

We’ve also invited 40 practitioners to join us so that you have a chance to network

Checkout

Closing remarks

CLASS #5 — Frameworks for Crafting Immersive Experiences

Check in

Discussion around the field trip to the Solana Foundation

Lecture

Exploring Frameworks for Crafting Immersive Experiences

Overview of final pitches

An RFP (Request for Prototypes) is provided to frame what is required for the final project.

Marketplace of Ideas

Class forms teams based on an exchange of ideas

Prototyping Cafe

Working in teams the class will explore the ideas that surfaced during the marketplace of ideas

Checkout

Closing remarks and assignments for the following week are given

CLASS #6 — Story & Code

Check in

Discussion around the previous week’s assignment

Lecture

Working with Story & Code

Fireside Chat

A conversation with Creative Technologists pushing at the edge of story and code

Case Study

Creative Code: Finding a New Grammar for Storytelling

Checkout

Closing remarks and assignments for the following week are given

CLASS #7 — Audiences

Check in

Discussion

Exploring Personas

Group exercise

Form Teams

Class breaks into teams

Group Work

Teams develop a “play like” experience for their final projects

Checkout

Each team will determine assignments based on what they feel needs to be accomplished. Teams also will prepare to give a status report during the next week’s check in. Status reports must include team documentation.

NO CLASS — Spring break

CLASS #8 — Field Trip to an Immersive Storytelling Company

Field trip to a top immersive storytelling company in NYC

CLASS #9 — Creative Producing

Check in

Discussion around the previous week’s assignment

Lecture

Embracing Ambiguity: How to Produce Immersive Experiences

Fireside Chat

The role of Creative Producing in emerging media

Group Work

Teams work with our guests to vet and refine their concepts through a creative producing lens.

Checkout

Each team will determine assignments based on what they feel needs to be accomplished. Teams also will prepare to give a status report during the next week’s check in. Status reports must include team documentation. We’ll also discuss logistics for the next class which will take place off-campus (depending on covid protocols).

Class #10 — Teams Present Prototype

Class trip to a leading new media company. We’ll be getting an inside look at how a new media company operates. Please note that teams will be expected to present their work. Please be prepare to present your pitch and prototype offsite.

CLASS #11 — Disruptive Biz Models

Check in

After reflecting on their prototype presentations from the week before teams give status reports on final projects

Lecture

An overview of emerging and traditional business models for entertainment properties.

Presentations and Discussion

We’ll be joined by the programming and production team from The Music Center in Los Angeles.

Group work session

Teams work on their final projects

Checkout

Each team will determine assignments based on what they feel needs to be accomplished. Teams also will prepare to give a status report during the next week’s check in. Status reports must include team documentation.

CLASS #12 — Story & Play

Check in

Teams give status report on final projects

Guest Lecture

Narrative Design at the intersection of story and play

Play test

An opportunity to experience some games that mix storytelling and play

Class Exercise

Filtering and feedback loops — understanding what participants are thinking, feeling and doing.

Group work

Teams work on their final projects

Play test

Please make sure to bring a laptop and headphones. We’ll be playtesting a number of projects that tell stories with data.

Checkout

Each team will determine assignments based on what they feel needs to be accomplished. Teams also will prepare to give a status report during the next week’s check in. Status reports must include team documentation.

CLASS #13 — Breaking down the Pitch

Check in

Teams give a status report on final projects

Lecture

Pitching and the art of listening

Special presentation on pitching

Nick Braccia (Former Creative Director at Campfire) will share his process for pitching. He has successfully pitched studios, game publishers and major brands. Nick will spend time with each team to help them hone their pitches.

Group work

Teams work on their group pitches and Nick visits each team acting as a sounding board.

Checkout

Overview of logistics for final presentations. Each team will determine assignments based on what they feel needs to be accomplished.

CLASS #14 — Final Pitches

Final team preparation for pitching

Teams pitch to a panel of industry experts.

Final session: Q&A with our industry experts

Stepping into a Disruptive World — what can one expect in a changing digital landscape?

Recommended Reading List

“Information Doesn’t Want to Be Free”

Author: CORY DOCTOROW Publisher: McSWEENY

“MDA: A Formal Approach to Game Design and Game Research”

Authors: Robin Hunicke, Marc LeBlanc, Robert Zubek

https://users.cs.northwestern.edu/~hunicke/MDA.pdf

“The Misfit Economy: Lessons in Creativity from Pirates, Hackers, Gangsters and Other Tales of Informal Ingenuity”

Authors: ALEXA CLAY & KYRA MAYA PHILLIPS Publisher: SIMON & SCHUSTER

“The Art of Immersion — how the digital generation is remaking Hollywood, Madison Avenue, and the way we tell stories”

Author FRANK ROSE Publisher: NORTON

“Rules of Play: Game Design Fundamentals”

Authors KATIE SALEN TEKINBAS & ERIC ZIMMERMAN Publisher: MIT PRESS

“Speculative Everything: Design, Fiction, and Social Dreaming”

Authors ANTHONY DUNNE & FIONA RABY Publisher: MIT PRESS

“Little Bets: How Breakthrough Ideas Emerge from Small Discoveries”

Author PETER SIMS Publisher: SIMON & SCHUSTER

“Creativity, Inc.: Overcoming the Unseen Forces That Stand in the Way of True Inspiration.”

Author ED CATMULL & AMY WALLACE Publisher: RANDOM HOUSE

“Enchanted Objects: Design, Human Desire, and the Internet of Things”

Author: DAVID ROSE Publisher: SCRIBNER

These titles were pulled from a list of 41 books on story, design and play compiled by prominent and industry leaders working in film, TV, games, theater and publishing. To see the full reading list click here.

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