Course syllabus
Course-PM
DAT380 / DIT466 Technology-driven experimental game design LP2 HT20 (7.5 hp)
Course is offered by the Department of Computer Science and Engineering
Contact details
-
Marco Fratarcangeli, marcof@chalmers.se
Examiner of the course and lecturer 2nd module, Physically-based animation. -
Michael Heron, heronm@chalmers.se
Lecturer 3rd module, Augmented Reality. -
Mafalda Samuelsson Gamboa, mafalda.gamboa@chalmers.se
Lecturer 1st module, Creative concepts. -
Mads Ronnow, ronnow@chalmers.se
TA 2nd module. - Erik Hildinge
TA 3rd module.
Course purpose
Advances in computer game and game development are often tied intrinsically to the develop of new technology. The potential use of new technology, however, is typically easier to identify regarding graphics, sound, networking, and even business aspects than regarding the core of a game, its game mechanics or gameplay. The course technology-driven experimental game design focuses upon developing skills for understanding and applying new technologies specially towards enabling new forms of gameplay.
Schedule
The course schedule can be found on TimeEdit. Note that the course will be held completely remotely. See the Course Summary at the end of this page for additional information regarding deadlines and extra-curricular activities.
Course literature
Each module has its own course literature, see each respective module. Please note that literature from module 1 is expected to be used as appropriate for assignments in the two later modules, and such appropriate use is part of the grading on the assignments in module 2 and module 3.
Course design
The course is divided into three separate modules:
The first module introduces theories and methods regarding creativity and provides a foundation for the work in the later modules. The two later modules look at one technological area each and can change between years the course is given. This year the first of the later module concerns simulation-based computer graphics and the second of the later module concerns Augmented Reality.
Slides - Introduction to the course
More information about the modules can be found under their respective pages: interactive physics-based animation and Augmented Reality. Each module has its own written assignment that needs to be completed for passing the course.
Student Representatives and Course Evaluation
Information regarding the course evaluation process at Chalmers.
Information about being a student representative.
These are the (randomly-selected) student representatives for this course:
MPIDE barkl@student.chalmers.se Linnéa Bark
MPDES alexka@student.chalmers.se Alexander Karlsson
MPIDE solovjov@student.chalmers.se Kevin Solovjov
MPIDE brian.venero@gmail.com Elio Brian Venero Escobar
MPIDE markuswallander1996@gmail.com Markus Wallander
Voluntary representatives can be added on request.
Learning objectives and syllabus
The course has the following learning objectives divided into three categories. More specific learning objectives for each module are listed in the respective pages.
Knowledge and understanding
- List potential for new game mechanics and gameplay of two different technologies
- State creativity methods and techniques for applying new technologies to gameplay
Skills and abilities
- Develop and explore new gameplay produced by using new technologies
- Present new aspects of a game's gameplay based upon the new technology used
- Apply creativity methods on a new technology for creating new gameplay
Judgement and approach
- Analyze potential advantages and disadvantages of various new technology-driven gameplay possibilities given the context of specific user groups
- Assess ethical and societal issues of wide-spread adaptation of new technology-driven gameplay
The syllabus for DAT380 can be found here. The course plan for DIT466 can be found here.
Examination form
GU
The course has the following grades: Pass with Distinction (VG), Pass (G) and Fail (U). The grades Pass with Distinction (VG), Pass (G), and Fail (U) are also given for each assignment in the course. In order to receive Pass on the entire course, a student needs to receive at least Pass on all assignments. The course grade given will be an average of the grades on the modules.
Chalmers
The course has the following grades: U, 3, 4, & 5. These grades are also given for each assignment in the course. In order to receive a passing grade on the entire course, a student needs to receive at least a 3 on all assignments. The course grade given will be an average of the grades on the modules.
Course summary:
Date | Details | Due |
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