Game Lab Exchange semester During GameLab #1 (the first half of the semester), you will form start-up groups and work in partnership with fellow students and professionals to concept and pitch your game in order to convince the judges of its potential. In Gamelab #2 (the second half of the semester) you will start development according to production specifications determined by the greenlit projects from Gamelab #1. By critically assessing your budget, role requirements, technology and concept you will set up or join a development team. Course Project Gamelab #1 Credits 5 Content In a series of workshops, coaching sessions and presentations you will work your way through numerous gates in which your concept and business case will be assessed by professionals. During the course of the project the professionals will not accept various ideas as potential products. This creates lots of potential for you as an entrepreneurial student since there is a majority of work to fulfill. By the end of the course the professionals will have accepted a few products for the next phase, which will be used as input for the development in the following period Course Dragon’s Den Credits 5 In this course you will learn how to turn your initial concept into a viable business case with multiple stretch goals based on the assets available to you. Content You will learn how to pitch your concept and business case to try and convince professional stakeholders. Apart from that you will also create a concept for a marketing and PR campaign to promote your game. You will also learn to look at your own work in a critical way and engage in debates on the choices you made. Besides receiving feedback you will also provide peers with constructive feedback and challenge their design decisions. Course Design Research Credits 4 The goal of this course is to show how research and design can be integrated in the design of games. As the goal of any game – be it entertainment or educational – is to realise a certain effect in the end user by creating a fitting user experience. An important questions thus is: how do we ensure that the intended effect is actually realised by the game? Content In this course, you will take the first steps in answering this question by focusing on so-called design requirements. These requirements can be determined in different ways – for example through stakeholders, users, or by identifying functional requirements. However, the end result is always the same: to formalise and underpin design choices and design assumptions in order to better understand and, hence, improve the impact on the users. Course Job orientation Credits 1 Content In a number of workshops, you will be introduced to different styles of job applications. You will begin to build your professional network, and write a resume as well as a letter of application. Additionally, you will learn how to how to compile a professional portfolio and how to present it. Throughout the course, you will have regular meetings with your academic counsellor to discuss your talents, your portfolio, and the choices you want to make for your internship and/or minor. Programme (second block): Course Project Gamelab #2 Credits 5 In Project Gamelab #2 you will start development according to production specifications determined by the greenlit projects from Gamelab #1. By critically assessing your budget, role requirements, technology and concept you will set up or join a development team. Content As a professional individual you will provide your team the needed hours and effort to complete the development of the greenlit concept. This means in most cases you will put in lots of hours to develop the needed assets and code. During this course you will receive coaching from professionals on art, production, management and development. But your fellow group members provide the majority of knowledge in order to finish development. In a final demonstration you will showcase to the judges and fellow students. This includes the actual working product, but also an insight on your production process. Course Role specific training lll Credits 5 In the role-specific training courses, you will be able to deepen out one of the specific GDD-roles (e.g., game designer, game artist, and game developer) throughout the second year. Content We start out with a general introduction to the phase of game production. In the first few weeks of the course you will dive into production methods from the perspective of your role. After these first weeks, there will be weekly assignments and lectures in which you need to both practice your specific roleskills and reflect through the theory on the work developed. In the final weeks the course will consist of both support as well as critical analyses of the ongoing project. The topics in this role-specific training are: • Game Designer: Innovation & Monetization • Game Artist: Efficient Art Production Game Developer: Efficient Code Production Course Does it work? Credits 5 Content Design research is crucial for making an effective game, particularly in the design and evaluation phases of the design cycle. In this course, you will learn how to combine theory, design, and evaluation in setting up a quantitative evaluation of your game. The results are presented in the form of an academic report, highlighting the strong points of the game. You will be trained to support your academic writing with oral English skills to be fully able to get your game project across. Contact details HAN-0636 For questions about the content of this programme, please contact Mr. Niels van der Heide: E [email protected] T +31 (0)50 595 2724
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