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Class Project Workshop II

  • Presentation

    Presentation

    Students should test their ability to develop the project in practice (video game or multimedia application) as well as assess and solve the various problems that may arise during the semester. It will therefore be necessary for students to be able to coordinate tasks and impose limits on their creativity without neglecting the initial objectives they have proposed to achieve since the beginning of development. As such, the description of the content to be developed, the game ideas, the designs created, the assigned tasks, the marketing strategies, the coordination and the pace of work should, from the first weeks, be fulfilled and respected by all as a way to achieve better results as well as to prepare themselves properly for the world of work in the creative industries.

  • Code

    Code

    ULHT1075-8703
  • Syllabus

    Syllabus

    - Develop a playable demo of the final project according to the game design document outlined in the previous semester in Project Atelier I.

    - Development and completion of the final project:

    Definition of work team (Programming, Art, Design, Audio, Testing and Production)
    Development and production of the Demo guaranteeing the previous learning in Polishing, Balancing (creation of tutorials, progression, creation of obstacles and difficulties), Development of UI and UX, Flow, enstre others.
    Presentation of the different phases of development: Intermediate presentations and two main presentations to invited of the industry.
    Creation of game merchandising products (Branding, delieveries, ...)
    Preparation and presentation of pitches.
    Development of project dossier and dissemination plan for public videogame events.

  • Objectives

    Objectives

    1. Perceive the fundamental concepts for the production of a digital game or interactive interactive application;
    2. Know how to work and coordinate group tasks taking into account the quick resolution of specific problems;
    3. Identify the members of a development team, their respective responsibilities and the role of each.
    4. Be able to manage situations and establish complementary strategies when necessary in order to comply with the short and medium term objectives initially proposed;
    5. To identify and plan polishing steps in games
    6. Apply knowledge of Interfaces and Experiential Design: Composition and Graphic Layout: typography, color and formal structure to be adopted (screen definition, existing color systems and appropriate fonts);
    7. Create builds for multiplatforms;
    8. Know how to integrate the project (art and demo) with branding content.
    9. Know how to present your project in public, from the initial concept to its evolution and, finally, the final result achieved.
  • 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;

  • References

    References

    ADAMS, E. (2010), Fundamentals of Game Design - Second Edition. Berkeley, CA: New Riders.

    ADAMS, E. & DORMANS, J. (2012), Game Mechanics - Advanced Game Design. Berkeley, CA: New Riders.

    BATES, B. (2004), Game Design. Boston: Thomson Course Technology.

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

    GOODWIN, S. (2016). Polished Game Development: From First Steps to Final Release. London: Apress.

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

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

    SALEN, K. e ZIMMERMAN, E. (2004), Rules of Play: Game Design Fundamentals. Cambridge, Massachusetts: The MIT Press.

    SOLARSKI, C. (2017). Interactive Stories and Video Game Art: a Storytelling Framework for Game Design. Boca Raton: CRC Press.

    ZACKARIASSON, P., MIKOLAJ, M. (2016). Video Game Marketing: A student textbook Paperback. Abington: Routledge.

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