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Class Project Workshop I

  • Presentation

    Presentation

    Final project course that is taught in continuity with the Project Workshop II.

    Despite different objectives and evaluations, the annual development of a Game project delivered in

    different phases is encouraged.

  • Code

    Code

    ULHT1075-8700
  • Syllabus

    Syllabus

    1. Preparation of the final course project

    2. Develop individually a synopsis of a game (the one-sheet document).

    3. Presentation of the synopsis (pitching)

    4. Develop in group a video game design document.

    - Students should put themselves in the role of game designers and deepen the concept and script of a

    video game.

    - MVP (minimum viable product)

    - Jogablity and Mechanics

    - Game length

    - scoring system.

    - Technical conventions (analysis of technical requirements)

    5. Elaborate the complete script of a game (the high-level design document).

    6. Creation of concepts and mockups (2d/3d) for visual elements.

    7. Creation of sound map, ambiences and effects.

    8. Creation of demos (Pre-alpha), tests and changes (alpha release)

    9. Preparation and presentation of Pitchings.

  • Objectives

    Objectives

    Be able to test your ability to create a game design document for a video game on the premise of its

    practical development scheduled for the 2nd semester. As such, the description of the content to be

    developed, the game ideas, the designs created, the tasks assigned, the marketing strategies, the

    coordination and the rhythm of work should, from the first weeks, be fulfilled and respected by all as a

    way to obtain better results as well as to prepare properly for the world of work in the creative industries.

  • Teaching methodologies and assessment

    Teaching methodologies and assessment

    A series of innovative methodologies are implemented in all the sessions of this curricular unit:

    - Active methodologies, in which the teacher mediates the training so that the student can present their point of view in class and increase their critical sense.

    - Use of STEAM resources.

    - The Maker Movement, as several disciplines and teachers are involved in the development of this course;

    - Project-orientated teaching, in which students work in groups, with peer review, to solve challenges proposed (problems) by the class.

  • References

    References

    DILLE, F. & PLATTEN, J. (2007), The Ultimate Guide to Video Game Writing and Design , New York:

    Skip Press.

    FULLERTON, T. (2008). Game Design Workshop: A Playcentric Approach to Creating Innovative Games

    ¿ Second Edition , San Francisco: Elsevier.

    GREGORY,J. (2015). Game Engine Architecture. CRC Press: Boca Raton.

    ISBISTER, K. (2016). How Games Move Us: Emotion by Design. MIT Press: Cambridge.

    KELLINGER, J. (2017). A Guide to DesigningCurricular Games: How to ¿Game¿ the System. Boston:

    Springer.

    KOSTER, R. (2005). A Theory of Fun for Game Design , Arizona: Paraglyph Press.

    ROUSE III, R. (2005). Game Design ¿ Theory & Practice , Texas: Wordware Publishing.

    SCHELL, J. (2015). The Art of Game Design: A Book of Lenses. CRC Press: Boca Raton.

    TODD, D. (2007). Game Design: From Blue Sky to Green Light, AK Peters, Wellesley, Mass.

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