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Class Game Design & Prototyping

  • Presentation

    Presentation

    The unit is meant to achieve a baseline of game design domain knowledge and skills across the learner cohort, given the diverse range of learner backgrounds. Students with limited previous experience in games creation can use this unit to gain core skills in game design's distinctive form of creativity, game analysis, and iterative practices. Students with more experience in game creation can use this unit to consolidate their skills and be challenged in changing their practices to be more consistent and better able to explore games.

    The unit provides an introduction to games as objects and activities in a game studies perspective and deals with game design as an aspect of games and as a process. In this role, the unit frames learning in all other units in the study cycle. At the same time, learning in this unit is complemented by the Seminars I unit.

  • Code

    Code

    ULHT6275-22892
  • Syllabus

    Syllabus

    1, Key Concepts and Practices

    • Unit Introduction;
    • Creativity in Games;
    • Exploratory Prototyping;
    • Informal Testing;
    • Analog Games;
    • Publishing.

     

    2, Game Studies

    • Definition of Game, Design, and Game Design;
    • Dynamic Analog Dilemmas.

     

    3, Formal Prototyping and Testing

    • Model for the Game Design Process;
    • Introduction to Stage 1 of the Game Design Process (Proof of Concept);
    • Falsifiability (prototype as a proposition);
    • Focusing the Prototype;
    • Test Hypothesis;
    • Formal Testing Technique;
    • Information Structures;
    • Anatomy of Choice.
  • Objectives

    Objectives

    Students that successfully complete this curricular unit will gain fundamental skills in creating original works that are relevant as playable media (Game Design) –through experimental and iterative creative practices:

    • recognize a range of expressions for Game Design;
    • making the most of transmediality (formal system, implementation, adaptation) for purposes of Game Design work, namely in how to create playable prototypes for the same formal system in different implementations and adaptations;
    • knowing how to apply prototyping techniques, particularly for tabletop games and other analog games;
    • relevantly define the playable media aspects of an original creative work, and in such a way as to afford subsequent game design work in that project.
  • Teaching methodologies and assessment

    Teaching methodologies and assessment

    The unit is highly-oriented towards project-based and experimental learning. It is particularly relevant that lecturers play the part of producers in students' creative processes, by monitoring these processes, suggesting alternatives and options for project directions, encouraging students to define a concrete project vision through iteration, experimental creativity, and planning, and by requiring design and production milestones (to be compiled by each student project group as part of the final semester project hand-in).

  • References

    References

    • FULLERTON, T., SWAIN, C., HOFFMAN S. S. (2008). Game design workshop: a playcentric approach to creating innovative games, 2nd Ed. Amsterdam; Boston; Heidelberg; London; New York: Elsevier: Morgan Kaufmann, 2008.
    • ISAAC, E. (2022). Building Blocks of Tabletop Game Design: An Encyclopedia of Mechanisms. Routledge.
    • MACKLIN, C., & SHARP, J. (2016). Games, Design and Play: A detailed approach to iterative game design. Addison-Wesley Professional.
    • SALEN, K., ZIMMERMAN, E. (2004). Rules of play: Game design fundamentals. MIT press.
    • SCHELL, J. (2008), The Art of Game Design: A book of lenses. Morgan Kaufman.

     

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