Syllabus for |
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TDA580 - Game design |
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Owner: TITEA |
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5,0 Credits (ECTS 7,5) |
Grading: TH - Five, Four, Three, Not passed |
Level: C |
Department: 37 - COMPUTER SCIENCE AND ENGINEERING
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Teaching language: Swedish
Course module |
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Credit distribution |
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Examination dates |
Sp1 |
Sp2 |
Sp3 |
Sp4 |
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No Sp |
0104 |
Project |
5,0 c |
Grading: TH |
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5,0 c
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In programs
TDATA COMPUTER SCIENCE AND ENGINEERING - Interactive simulations and games, Year 4 (compulsory)
TITEA SOFTWARE ENGINEERING - Software development and management, Year 4 (elective)
TITEA SOFTWARE ENGINEERING - Data communication, Year 4 (elective)
TITEA SOFTWARE ENGINEERING - Embedded systems, Year 4 (elective)
TITEA SOFTWARE ENGINEERING - Interaction design, Year 4 (elective)
TITEA SOFTWARE ENGINEERING - Bioinformatics, Year 4 (elective)
TITEA SOFTWARE ENGINEERING - Interactive simulations, Year 4 (compulsory)
Examiner:
Professor
Staffan Björk
Eligibility:
For single subject courses within Chalmers programmes the same eligibility requirements apply, as to the programme(s) that the course is part of.
Course specific prerequisites
10 credits in mathematics and data structures. Algorithms is useful but not required.
Aim
The course aims to give a basic understanding of central problems regarding the design of computer-based games, including methods and practical training in designing these.
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 amoung 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
Course compendium, a collection of relevant papers on selected topics.
Examination
Written and oral presentation of projects.
Grading: Fail, 3, 4 or 5.