Course syllabus

Course-PM

TDA580 / TIA098 Gameplay design lp2 HT19 (7.5 hp)

Course is offered by the department of Computer Science and Engineering.

Contact details

These people are involved in running the course:

Course purpose

Game design focuses on how rules and game components can be used to create game environments that encourage and promotes specific interaction, either between humans or between humans and the game system. The aim of these environments can vary from experimental environments in the car and plane industries, learning environments in simulations to pure entertainments applications in home computers and game consoles. The course deals with general design methods that can be applied to all these use areas. The course aims to give an understanding in how the different components in a game environment interacts as well as what relations game design has to other areas, e.g. programming and graphical design, which are required in the development of modern interactive simulations. Central programs addressed in the course are how to motivate users to specific types of interaction, the relationship between interaction and narratives, how to balance interaction in multi-user environments, how to support and encourage creativity among users, how to modify designs to suit both novel and expert users as well as how to adapt design to suit interaction with specific time constraints.

Schedule

TimeEdit

Note that there will be some supervision times added in January but these will not most likely not be in TimeEdit since no room will be booked for them. More information will be placed here when the times are decided.

Presentations of projects (Tuesday the 10th of December)

Time Jupiter 218 Jupiter 219
13.20 Group 6 Group 7
13.35 Group 2 Group 8
13.50 Group 3 Group 9
14.20 Group 4 Group 12
14.35 Group 5 Group 13
14.50 Group 1 Group 14

Supervision in January

While not booked in TimeEdit, the following times will be available for supervision (in High and Low):

Monday the 13th of January 13.15-17.00

Wednesday the 15th of January 13.15-17.00

Course literature

Fullerton, T. 2018. (2004). Game Design Workshop: A Playcentric Approach to Creating Innovative Games, Fourth Edition. A K Peters/CRC Press.

Course design

The course contains of lectures, exercises, supervision, and practical design work. The educational material is structured around four different assignments which have deadlines spread out over the course, and the third assignment having four different parts.

Passing scores on all assignments in necessary for a patting grade in the course. In addition, one needs to have successfully completed three exercises. The three exercises are scheduled to facilitate group work and supervision but if one misses these one can do them independently (alone or in groups of up to 6 students). The exercises are available in the file area on canvas after they have been run according to the schedule. If you are doing the exercises after the scheduled events, please send them to Staffan Björk via email (staffan.bjork@chalmers.se).

Changes made since the last occasion

Lectures from previous year uploaded before course start.

Learning objectives and syllabus

Knowledge and understanding

  • Describe the role of a game designer within a game design project.

  • Discuss game design features explicitly using both de facto industry concepts and
    theoretical frameworks.

  • Relate current game designs to earlier examples, from the direct predecessors to the
    first recorded example of similar games. 

Skills and abilities

  • Plan game design projects according to best practice description.
  • Develop a game design concept from initial idea to a full game design document,
    using iterative design processes and prototyping.
  • Specify target audience and develop specific game design concepts for specific target
    audience.
  • Present game design concepts for an audience.

Judgement and approach

  • Motivate different perspectives on game games and use of games, both from
    practical and ethical aspects.
  • Analyze different game design using analytical tools to be able to suggest design
    changes and compare different game designs.
  • Evaluate game concepts and prototypes from the needs of different target audiences. 

Link to the syllabus Chalmers.
Link to the syllabus GU.

Examination form

The course has the following grades: Fail (U), Pass (G) and Pass with Distinction (VG) for GU and Fail (U), 3, 4, and 5 for Chalmers. 

The grades received in the course is based on the number of points received for all assignments. The total points available is 100 (plus 15 for the elective assignment). A passing grade for the course requires a passing grade for all assignments (see the assignments for individual requirements and how many points each assignment gives) as well as having completed three exercises. Fulfilling these requirements provides a grade of 3/G. Fulfilling these requirements and having a total of 70-89 points gives a 4 for Chalmers students. Fulfilling the requirements and having a total of 90+ points gives 5/VG.

Course summary:

Date Details Due