Course syllabus
Course-PM
DAT380 / DIT465 Technology-driven experimental game design lp2 HT19 (7.5 hp)
Course is offered by the Department of Computer Science and Engineering
Contact details
-
Marco Fratarcangeli, marcof@chalmers.se
Examiner, course responsible and lecturer 2nd module. -
Daniel Sjölie, daniel.sjolie@hv.se
Lecturer 3rd module. -
Mads Ronnow, ronnow@chalmers.se
TA 2nd module. -
Erik Hildinge, erikhil@chalmers.se
TA 3rd module. -
Mafalda Samuelsson Gamboa, mafalda.gamboa@chalmers.se
Lecturer 1st module.
Course purpose
Advances in computer game and game development are often tied intrinsically to the develop of new technology. However, the potential use of new technology 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. Since TimeEdit is essentially a booking system for rooms, that schedule does not contain additional information regarding deadlines and extra-curricular activities. For a schedule that shows this, please see the Course Summary at the end of this page.
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
Slides on the Introduction to the course.
The course is divided into three separate modules:
- Module 1 - Creativity methods
- Module 2 - Interactive Physics-based Animation
- Module 3 - Augmented Reality
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 AR.
More information about the modules can be found under their respective pages: interactive physics-based animation and AR & VR. 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.
These are the (randomly-selected) student representatives for this course:
MPIDE aldrinm@student.chalmers.se Miranda Aldrin
MPIDE joherlan@student.chalmers.se Johan Erlandsson
MPIDE erik.hildinge@gmail.com Erik Hildinge
MPIDE arshad.fendi@gmail.com Arshad Kamil Fendi
MPIDE sten.rongelep@gmail.com Sten Röngelep
Voluntary representatives can be added on request.
Learning objectives and syllabus
The course has the following learning objectives divided into three categories. In addition, each module has more specific learning objectives that support the overarching learning objectives of the course.
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
- Analyse 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 DIT465 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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