20100222: Postponed deadline for assignments 3D and 4,
and changes in supervision times
20100208: Changes to schedule due to CHARM
20100108: Updated web page.
Course Information
Game Design focuses on how rules and game components can be used to create game environments that encourage and support specific interaction between humans and computer systems or between humans directly. The aims of these environments can differ widely. They can be completely focused upon entertainment, exploring experimental virtual environments (in for example the automobile or aircraft industry), or on supporting the training of specific tasks for professional or therapeutical reasons. The course covers design methods that can be applied in all these fields.
The course is based upon a series of exercises and projects that are informed by lectures and workshops. The projects are done in group and supported by supervision meetings and aim at giving students practical experience in creating and developing game concepts.
Course Literature
Fullerton, T., Swain, C., & Hoffman, S. (2004) Game Design
Workshop, CMP Books, 2004. ISBN: 0240809742. Available from Cremona (and
online
bookshops). Slides from lectures will be available after the presentation (slides from previous years will be available for some lectures before the lectures).
Learning Objectives
By successfully completing the course, a student should be able to:
Understand the role of a game designer within a game design project
Motivate different perspectives on games and use of games, both from practical and ethical aspects
Discuss game design features explicitly using both de facto industry concepts and academic frameworks
Pitch game design concepts for an audience
Relate current game designs to earlier examples, from the direct predecessors to the first recorded examples
Plan game design projects according to best practice descriptions
Develop a game design concept from initial idea to a full game design document, using iterative design processes and prototyping
Specify target audiences and develop specific game design concepts for specific target audiences
Analyze different game design using analytical tools (such as game design patterns) to be able to A) suggest design changes and B) compare different game designs.
Lectures
The lectures provide theorectical concepts and models, examples, and provding an arena for common discussions. Although not mandatory
some of the assignments are difficult to complete without being at the lecture since the presentations expand upon the lectures
slides rather than repeating them verbatim. In addition, changes and updates may be missed.
The slides are available for download. Observe that the presentations available at the beginning of the course come from previous
year's course. Updated versions will be available after the lectures have been given.
Exercises
3 design exercises done during workshops in groups of 5-6 people (to give practical experience). The exercises are mandatory and
reported at the end of the workshop. The exercises are available for download:
(the extra assignments should be done individually and handed in
electronically if you have missed one of the group exercises; do one for
each exercise missed)
Mandatory Assignments
The mandatory assignments consists of 2 smaller assignments done in groups of 1 and 2 people respectively,
and 2 larger individual assignment done in groups of 4 and 1 people respectively. The small assignments are aimed at training
reflection with gameplay design issues while the large assignments allow students to show how they can collect, analyze and
syntesize information regarding a specific domain of gameplay. The assignments are numbered 1 to 4 in the order they should be
handed in, with 4 being the individual assignment. The specific requirements for the assignments and presentations are described on a
separate page.
All assignments are to be handed in as attachments to e-mails sent to the course examiner. Those that do not comply with the
following rules risk failing the assignments:
Having a subject line using the format "Gameplay Design 2010: Assignment [x]"
Having the attachments names using the format "[Last Name],[First Name] Assignment [x]"
Personalizing the bracket parts of the above instructions
In addition to handing in written reports, the third assignment requires a pre-report, a prototype demonstration, and a oral
presentation (see the assignment page for details).
Elective Assignments
Two elective assignments are available for students who want to further
hone their skills in gameplay design. These assignments require extra time
and effort but are rewarded by extra points (see grading section below) if
done well.
Both elective assignments can be done in groups ranging from 1 to 4, but
preferably at least 3.
Elective Assignment 1 - Kudo Game
Kudo is a platform developed by Microsoft to allow kids to create games
using the XBox 360 controller and a simple visual programming language.
This assignment requires you to make an non-trivial game on the Kudo
platform in 24 hours, which will require that you learn the visual
programming language and work within severe graphical, memory,
and gameplay constraints.
This assignment can be done at any time before the 26th of February,
contact Staffan by email to set up a start and end meeting.
Learning Objective: by using the Kudo platform, you will have to focus
upon gameplay rather that technical issues while making a game in just one
day. Further, you will gain experience in being creative within a
constraint setting.
Note: this assignment requires that you install the Kudo software
which is available on PC and XBox 360. The PC version can provided by
Staffan but the XBox 360 version needs to be bought by yourself. 360
Controller may be available for loan, contact Staffan by email.
Elective Assignment 2 - Game Jam
Participation
The Global Game Jam is an
event where people make games in 48 hours, sharing their ideas and games
with each other to learn and be inspired. Creating a group that
participates in the global game jam and hands in a game at the end of the
jam is the second elective assignment. See the local
game jam site for more information.
This assignment takes place from 17.00 January 29th to 17.00 January 31st.
Those wishing to be able to receive extra points for the assignment should
sign up before the 27th by emailing Staffan.
Learning Objective: by doing this assignment, you will have some hands-on
experience on creating small games under strict deadlines. Further, you
will have the opportunity to be inspired by what other students all over
the world come up with.
Note: this assignment requires you to work during a weekend and during
late and/or early hours.
The game jam has been, but check the local
game jam site for links to the games created by the students in the course.
Schedule
Lectures always take place between 10.00-12.00 and
mostly at SV 118, floor 1, house Svea, campus Lindholmen. See
here
for map (the link "Forskningsgängen 6" to the right) and floor plans
("Ritningar över byggnaderna").
Locations for exercises will be announced later. Supervision is on first come first serve basis in Staffan's office, house Svea, floor 4.
Note that the oral presentation is considered a group effort even though not all participants need to talk; the students not
presenting should have participated in the creation of the presentation.
The total sum of the points received for each assignment determines the
final grade as follows:
Score
Grade
-49
Fail
50-69
3
70-89
4
90+
5
The level for receiving a VG grade is the same as for receiving a grade 5.
Costikyan, G. 1994. I Have No Words & I Must Design.
Interactive Fantasy, No. 2. An early article about vocabulary
for discussing games, available at www.costik.com/nowords.html.
LeBlanc M. Online presentations of Mechanics, Dynamics, Aesthetics model. Collected "Rantings".