GAME DESIGN FULL SEMESTER PROGRAMME (30 ECTS) Autumn semester 1 GAME DESIGN 30 ECTS Courses of this program: Game Design (3): 4 ECTS Usability in Games: 4 ECTS Animation Technology: 4 ECTS Procedural Gameplay: 4 ECTS Survival Dutch 2 ECTS Project Gaming: 12 ECTS 2 GAME DESIGN (3) 4 ECTS C S During the course Gamedesign 3 you will build on a theoretical framework and critical vocabulary regarding game rules en meaningful play. This is done by studying the book Rules of Play, Salen & Zimmermann, reading articles, discussing various games (by making use of the metagame) and pitching two gameconcepts, one of which is a serious game. The gameconcepts are worked out in a workable prototypes and reviewed by peers, using the vocabulary learned in class. p y p prototypes yp of the assignments g in class You will finish this course once yyou have delivered two playable and finished the open book exam with a 5.5 or higher. During the open book exam you will be asked about existing games. During class you are given a list of games. You are expected having played and reviewed them. 3 GAME DESIGN ((3)) CONTINUED program: 1. Introduction of the core concepts of a game. Discussion. Forming groups. Brainstorm on first game assignment: Serious Games 2. Gamerules, Rules on three levels, Emergent systems & Systems of Information. Assignments during class. Pitch of one-page-design-documents. Peer review on pitches. 3. Gamerules, Systems of Uncertainty & Systems of Conflict. Playtesting prototype. Review of prototypes p yp on theory y studied. Example p of exam q questions. 4. Play. Games as Narrative Play and Play of Experience. New game assignment: Storytelling in games. Forming new groups. Playing the metagame. 5. Play. Games as the Play of Pleasure & The Play of Meaning. Pitch of one-page-design-documents. Assignments during class. Peer review on pitches. 6 Pl 6. Play. G Games as social i l play l and d games as simulation. i l ti . Playtesting Pl t ti prototype. t t Review R i off prototypes t t on theory studied. Example of exam questions. 7. Example exam. Questions about theory. Study of theory. 8. Handing in games. Exam. Literature: Katie Salen and Eric Zimmerman. Rules of Play, Game Design Fundamentals. MIT Press 2003. ISBN-10: 0-262-24045-9 4 GAME USABILITY This course covers game functinalities. Themes are: Interface Study, Interaction Map, Object Inventory and Gameplay Logfiles. These themes constitute the basis for the user interface of a game. Teaching method: lectures and practicals during which teams analyse games and make a test plan. This testplan will be used in the university’s usability lab. Course contents: six games will be discussed Assessment method: g grading g is based on the student logs, g , test p plan,, test results and q quality y of the advice basis on the test results. Course material: Laurel, Brenda, Design Research, mehtods and perspectives. The MIT Press 5 ANIMATION TECHNOLOGY Aim of this course is to provide insight in the basic principles of 3D (character) animation, the different methods to animate objects and organisms in 3D. Teaching method: workshops: interface, strucure, tools and accompanying possibilities are explored and tested in a game related environment. Course contents: Students familiarize themselves with the different methods of generating movement: •Keyframing (in 3D software) •Eraltime animation (recording in 3D software) ec relations: e a o s Se Set d driven e keys, eys, co contraints, a s, Sc Scripting p g •Direct •Procedural animation (with the help of scripting in 3D softare or in a game engine) •Simulation: soft- and rigid body dynamics, clothing, hair •Motion capturing and editing Assessment: students deliver a game character which is built and animated in 3 D. This character is exported to a game engine and is interactively cotnrolled by a blending of at least 3 animation sequences 6 PROCEDURAL GAMEPLAY Course contents: procedural g gameplay p y yyou will build a Flash g game in ActionScript3 p without any y assets. During g the In p classes and workshops you will practice programming techniques and design techniques required to build a game with that constraint with a series of exercises. Topics that are included are: component based game architecture, particle systems, simple steering and AI behavior, software audio synthesizers y and automatic level g generation. 7 PROJECT GAMING Aim: development of a 2D or 3D computer game using techniques from artificial intelligence and modern control systems. Supporting workshops in project on: •Nintendo DS •XNA XNA •Physics simulation (ODE) 8 SURVIVAL DUTCH This course teaches you the basic Dutch you need to survive as an exchange student in The Netherlands. Teaching method: Workshops A Assessment t method: th d Exam E 9
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