Course syllabus
Course-PM
DAT380 / DIT466 Technology-driven experimental game design LP2 HT21 (7.5 hp)
Course is offered by the Department of Computer Science and Engineering
Contact details
- Pauline Belford, pauline.belford@chalmers.se
- Lecturer, Modules 1 & 2
- Michael Heron, heronm@chalmers.se
- Lecturer, Module 3. Examiner.
- Adam Rohdell
- TA, Modules 1 - 3
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 and creative forms of gameplay.
Schedule
See the course calendar for rooms and times, but the general pattern is:
- Tuesday 9:15 to 12:00 - lecture
- WEEK ONE ONLY - https://chalmers.zoom.us/my/paulinebelfordsmeetingroom
- Wednesday 8:15 to 10:00 - Online drop in.
- Module 1 -2, Pauline's Zoom Room
- Module 3 - Michael's Zoom Room.
- Friday 9:15 to 12:00 - supervised group work
The rooms change week to week, so keep an eye out for that. Titles of sessions (Lecture / Group Work / Etc) are provisional and may change. Times and places shouldn't change from what's in the calendar, but transcription errors can creep in. If they do change, we'll post an announcement. Keep an eye on these!
TimeEdit is a room booking system, not a scheduler - where there is a disagreement between the calendar and TimeEdit, go with the calendar.
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. Module 2 focuses on using physics systems in Unity to create interesting experimental game assets. Module 3 looks at how those assets might be incorporated into an augmented reality world.
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:
TBA
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 a weighted 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 a weighted average of the grades on the modules.