<aside> 🧟 After you read the syllabus, please post at least one real question below. Please include your name.
</aside>
great questions!
Coding is a creative and technical skill. Improving at coding is primarily driven by deliberate and playful practice. I strongly believe in the [creative learning spiral,](<https://web.media.mit.edu/~mres/papers/kindergarten-learning-approach.pdf>) as the most effective learning method for creative coding.
Tips for effective practice:
- some practice should be playful, just having fun, trying things out
- some practice should be purposeful/technical. trying to make/recreate a SPECIFIC technical result with a specific technique
- some practice should be in service of a real project. this is what most of your studio assignments are
- practice should be frequent and spaced out. for many skills practicing 30 minutes every day is WAY better than 3:30 once a week.
I think that it is valuable to make your own assets, and probably want to stick to the requirement generally. I understand that many students will not have a lot of experience with sound in particular, and would be more open to to asset libraries there.
There are good arguments both for and against using library art in prototyping (and finished games) and this is something we'll hopefully discuss in the course
I'm open to disucussing motivated exeptions.
Not yet. This is the first time this class has been offered, so I won't be able to show past student work. We'll be talking about scope, ambition, and expectations during the first class though.
The games you make will *use* p5.party, but they will be independent.
A very clear example of an contribution would be "adding a feature to the library itself", but you can also contribute via writing documentation or simply reporting bugs or requesting features.