CODE | IDG3000 | ||||||||||||
TITLE | Game Design and Conceptualisation | ||||||||||||
UM LEVEL | 03 - Years 2, 3, 4 in Modular Undergraduate Course | ||||||||||||
MQF LEVEL | 6 | ||||||||||||
ECTS CREDITS | 4 | ||||||||||||
DEPARTMENT | Institute of Digital Games | ||||||||||||
DESCRIPTION | Game Design and Conceptualisation introduces students to different methodologies to design digital games. Students will focus on key topics such as designing, sketching, prototyping, bringing together different methodologies to form a critically build design practice. The study-unit leads students to take a different approach to artistic production, recontextualising previously acquired skills in a game design environment. Analytical approaches to the multifaceted relation in between art and digital games are considered, building awareness of the complex nature of digital games and their status among the digital arts. Study-Unit Aims: - Lead students to critically apply previously acquired tools to digital games; - Introduce students to different game design frameworks; - Develop conceptualization methods for games; - Raise awareness of the cultural status of digital games. Learning Outcomes: 1. Knowledge & Understanding: By the end of the study-unit the student will be able to: - Produce and assess game sketches and prototypes; - Conceptualize and iterate on game design ideas; - Situate games in the context of digital arts. 2. Skills: - Work and develop functional design ideas; - Critical understanding of digital media; - Teamwork and communication skills. Main Text/s and any supplementary readings: Main Text: - Swink, S. (2009). Game Feel: A Game Designer’s Guide to Virtual Sensation Morgan Kaufmann. Supplementary Readings: - Aarseth, E. (2001). Computer Game Studies, Year One. Game Studies Vol. 1 (1), http://gamestudies.org/0101/editorial.html - Anthropy, A.; Clark, N. (2014). A Game Design Vocabulary: Exploring the Foundational Principles Behind Good Game Design. Addison-Wesley Professional. - Buxton, B. (2007). Sketching User Experiences. Getting the Design Right and the Right Design. Waltham, Massachussets: Morgan Kaufmann. Pp 95-119. - Collins, K. (2007). An Introduction to the Participatory and Non-Linear Aspects of Video Games Audio. Eds. Stan Hawkins and John Richardson. Essays on Sound and Vision. Helsinki: Helsinki University Press. pp. 263-298.http://www.gamessound.com/texts/interactive.pdf - Fullerton, T. (2008). Game Design Workshop, Second Edition: A Playcentric Approach to Creating Innovative Games. Waltham, MA: Morgan Kaufmann. - Gray, K.; Gabler, K.; Shodhan, S., Kucic, Matt (2005). How to Prototype a Game in Under 7 Days. Gamasutra.com, October 26, 2005. http://www.gamasutra.com/view/feature/2438/how_to_prototype_a_game_in_under_7_.php - Norman, Donald (2002). The Design of Everyday Things. New York, Basic Books. Pp 1-28. - Sicart, M. (2008). Defining Game Mechanics. Game Studies Volume 8(2). http://gamestudies.org/0802/articles/sicart - Zimmerman, E. (2003). Play as Research: The Iterative Design Procsess. http://www.ericzimmerman.com/texts/Iterative_Design.html |
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STUDY-UNIT TYPE | Lecture and Workshop | ||||||||||||
METHOD OF ASSESSMENT |
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LECTURER/S | Ahmed Abdelsamea Hassan Khalifa |
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The University makes every effort to ensure that the published Courses Plans, Programmes of Study and Study-Unit information are complete and up-to-date at the time of publication. The University reserves the right to make changes in case errors are detected after publication.
The availability of optional units may be subject to timetabling constraints. Units not attracting a sufficient number of registrations may be withdrawn without notice. It should be noted that all the information in the description above applies to study-units available during the academic year 2025/6. It may be subject to change in subsequent years. |