Syllabus for |
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TDA580 - Gameplay design
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Gameplay design |
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Syllabus adopted 2021-02-26 by Head of Programme (or corresponding) |
Owner: MPIDE |
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7,5 Credits
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Grading: TH - Pass with distinction (5), Pass with credit (4), Pass (3), Fail |
Education cycle: Second-cycle |
Main field of study: Computer Science and Engineering, Software Engineering
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Department: 37 - COMPUTER SCIENCE AND ENGINEERING
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Teaching language: English
Application code: 23125
Open for exchange students: Yes
Block schedule:
B+
Maximum participants: 60
Module |
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Credit distribution |
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Examination dates |
Sp1 |
Sp2 |
Sp3 |
Sp4 |
Summer course |
No Sp |
0104 |
Project |
7,5 c |
Grading: TH |
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7,5 c
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In programs
MPIDE INTERACTION DESIGN AND TECHNOLOGIES, MSC PROGR, Year 1 (compulsory elective)
MPIDE INTERACTION DESIGN AND TECHNOLOGIES, MSC PROGR, Year 2 (elective)
MPSOF SOFTWARE ENGINEERING AND TECHNOLOGY, MSC PROGR, Year 1 (compulsory elective)
Examiner:
Staffan Björk
Go to Course Homepage
Theme:
MTS 3,0 hec
Eligibility
General entry requirements for Master's level (second cycle)
Applicants enrolled in a programme at Chalmers where the course is included in the study programme are exempted from fulfilling the requirements above.
Specific entry requirements
English 6 (or by other approved means with the equivalent proficiency level)
Applicants enrolled in a programme at Chalmers where the course is included in the study programme are exempted from fulfilling the requirements above.
Aim
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.
Learning outcomes (after completion of the course the student should be able to)
Describe the role of a game designer within a game design project
Motivate different perspectives on games and use of games, both from practical and ethical aspects
Discuss game design features explicitly using both de facto industry concepts and academic frameworks
Present game design concepts for an audience
Relate current game designs to earlier examples, from the direct predecessors to the first recorded examples
Plan game design projects according to best practice descriptions
Develop a game design concept from initial idea to a full game design document, using iterative design processes and prototyping
Specify target audiences and develop specific game design concepts for specific target audiences
Analyze different game design using analytical tools (such as game design patterns) to be able to A) suggest design changes and B) compare different game designs.
Content
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.
Organisation
The course is based around exercises and projects, within the subject area which are complemented with lectures and workshops. Project work takes places in supervised groups and aim to give practical training in the development and modifications of game designs.
Literature
Textbook on game design (Fullerton), a collection of relevant papers on selected topics.
Examination including compulsory elements
Written and oral presentation of projects. Grading: Fail, 3, 4 or 5.
The course examiner may assess individual students in other ways than what is stated above if there are special reasons for doing so, for example if a student has a decision from Chalmers on educational support due to disability.