Module overview
Games design and development is an increasingly important and sophisticated topic, that draws together many of the core aspects of Computer Science and Software Engineering. This course introduces students to the fundamentals of game design, gives them practical experience in developing games within an industry-leading contemporary games framework, and encourages students to consider the wider possibilities of digital entertainment through non-linear narratives and innovative gaming forms.
Linked modules
Pre-requisites: COMP1206
Aims and Objectives
Learning Outcomes
Knowledge and Understanding
Having successfully completed this module, you will be able to demonstrate knowledge and understanding of:
- Level design
- Component-based Programming
- Game difficulty and balance
- Game narratives
- Mechanics, dynamics and systems
Transferable and Generic Skills
Having successfully completed this module you will be able to:
- Develop rapid prototypes
- Use agile methodologies
- Participate in an expo
- Work in small teams
Subject Specific Practical Skills
Having successfully completed this module you will be able to:
- Realise a game design in a Game Engine (Game Development Environment)
Subject Specific Intellectual and Research Skills
Having successfully completed this module you will be able to:
- Create a game design using the fundamentals of game design theory
Syllabus
Game Design Fundamentals:
Level Design
- Construction of Choice and Obstacles
- Tutorial Systems
Game Challenge Theory and Design
- Difficulty vs Punishment and Accessibility vs Contest
- Flow (Both Immersive and Adaptive Difficulty)
Systems, Dynamics, and Mechanisms
- The Mechanics, Dynamics, Aesthetics (MDA) model
- Core Game Dynamics
- Objectives and Motivation
- Game Elements and Atoms
- Rule Design
- Game Complexity and Difficulty
Game Narrative
- Basic principles of non-linear narratives
- Interactive narrative and the narrative paradox
- Common forms of game narrative and the Heros Journey
- Narrative structures for games
Game Development Fundamentals
- Component Based Programming
- Triggers, Colliders and Physics
- Assets and Aesthetics
Learning and Teaching
Teaching and learning methods
Type: Lecture
Hours per semester: 22
Group Size:
Description: 2 hours per week in Weeks 1-11
Type: Workshops in computer room
Hours per semester: 22
Group Size:
Description: Two-hour workshops in Weeks 2-12 to support
Students with their coursework activity
Type | Hours |
---|---|
Supervised time in studio/workshop | 18 |
Wider reading or practice | 41 |
Completion of assessment task | 67 |
Preparation for scheduled sessions | 6 |
Follow-up work | 6 |
Lecture | 12 |
Total study time | 150 |
Resources & Reading list
General Resources
Software requirements.
Staff requirements. Teaching staff with experience of game design, game development, narrative theory and game-related research areas (location-aware, adaptive, state of the art HCI).
Internet Resources
Textbooks
Earnest Adams. Fundamentals of Game Design.
Raph Koster. Theory of Fun for Game Design.
Tracy Fullerton. Game Design Workshop: A Playcentric Approach to Creating Innovative Games.
Katie Salen and Eric Zimmerman. Rules of Play: Game Design Fundamentals.
Brenda, Schreiber, Ian Brathwaite. Challenges for Game Designers.
Assessment
Assessment strategy
Assessment will be through the development and demonstration of small game prototypes.
Summative
This is how we’ll formally assess what you have learned in this module.
Method | Percentage contribution |
---|---|
Continuous Assessment | 100% |
Referral
This is how we’ll assess you if you don’t meet the criteria to pass this module.
Method | Percentage contribution |
---|---|
Set Task | 100% |
Repeat
An internal repeat is where you take all of your modules again, including any you passed. An external repeat is where you only re-take the modules you failed.
Method | Percentage contribution |
---|---|
Set Task | 100% |
Repeat Information
Repeat type: Internal & External