module specification

SM7030 - Principles of Game Design (2014/15)

Module specification Module approved to run in 2014/15
Module status DELETED (This module is no longer running)
Module title Principles of Game Design
Module level Masters (07)
Credit rating for module 20
School Faculty of Social Sciences and Humanities
Total study hours 200
 
164 hours Guided independent study
36 hours Scheduled learning & teaching activities
Assessment components
Type Weighting Qualifying mark Description
Coursework 40%   A critical report (2,000 words)
Coursework 60%   A Portfolio of game design documents for a digital game
Running in 2014/15

(Please note that module timeslots are subject to change)
Period Campus Day Time Module Leader
Autumn semester North Monday Morning

Module summary

This module introduces students to the principles of game design practice and game design theory by addressing issues in game histories, game genres and gaming cultures, the evolution of technologies and delivery platforms, the impact of gem industry changes on game design practices.
Students will explore current trends in game design and game research and will evaluate game design tools and production techniques.
Students will apply game design principles and theories to the design and conceptualisation of an interactive game. Students will also attend computer workshops focusing on acquiring game design skills.

Prior learning requirements

None

Module aims

• To enable students to evaluate the historical, technological and theoretical framework  in game design studies
• To enable students to plan and conceptualise a digital game.

Syllabus

This module introduces students to the principles of game design practice and game theory by addressing issues in game histories, genres, the evolution of technologies and delivery platforms.
Students will explore current trends in game design and game research and will evaluate game design tools and production techniques.
Students will apply game design principles and theories to the production of an interactive game.
Students will also attend computer workshops focusing on acquiring game design and production skills. Specifically scripting and animation techniques.

An indicative outline of syllabus will cover:
• History of interactive games
• Evolution of technologies and platforms
• Game genres
• Game design theory and language
• Narratives in game design
• Current trends in game research
• Game cultures and game audiences
• The game industry, an overview of the main players and the market for games
• Game applications, games for entertainment, education and business applications
• Game tools and game production techniques
• Planning and conceptualising a game production
• Careers in the game industry

Learning and teaching

Teaching methods include lectures and on-line interactive learning material, tutorials, seminar discussions and computer lab sessions. Students will be expected to attend lectures and take part into on-line activities as well as comment on their readings. A blended learning strategy will be employed to enhance the learning experience. The VLE will be used as a platform to support online discussions and situated learning experiences and to facilitate formative assessment and related feedback as well as a tool to integrate useful online learning materials provided by professional organisations and other relevant sources.

Learning outcomes

LO1 Critically analyse interactive game design traditions and technologies, game industry patterns and game design theories
LO2 Evaluate, select and analyse best practice in game design
LO3 Implement the planning and conceptualisation of a digital game

Assessment strategy

a) A critical report (2,000 words) - weighting 40% - due in week 9 -  [LO 1 and 2]
This component of assessment is designed to evaluate students' ability to critically analyse the various traditions in interactive games and the main issues in game design theories and game technologies and platforms.

b) A Portfolio of game design documents for a digital game - weighting 60% - due in week 14 - [LO 2 and 3] including realised elements, demonstrating the ability to analyse and discuss the main issues in planning and conceptualising a digital game. 

Students may pass on aggregate

Bibliography

Adams, E., & Rollings, A. (2010). Fundamentals of game design. Berkeley, CA: New Riders.
Brathwaite, B., & Schreiber, I. (2009). Challenges for game designers. Boston, Mass: Course Technology.
Donovan, T. (2010) Replay: The History of Video Games. Yellow Ant.
Dovey, J. and Kennedy, H. W. (2006) Game Cultures: Computer Games as New Media. Maidenhead; New York, N.Y.: Open University Press.
Flanagan, M. (2009). Critical play: radical game design. Cambridge, Mass: MIT Press.
Fullerton, T. (2008) Game Design Workshop: A Playcentric Approach to Creating Innovative Games. 2nd edition. Amsterdam ; London, Elsevier Morgan Kaufmann.
Graner Ray, Sheri, (2004Gender inclusive game design : expanding the market (Charles River Media,)
Juul, J. (2010) A Casual Revolution: Reinventing Video Games and Their Players. Cambridge, Mass: MIT Press.
Kafai, Y.B., ed. (2008) Beyond Barbie and Mortal Kombat: New Perspectives on Gender and Gaming. Cambridge, Mass: MIT.
Michael, D.,Chen, S. (2006) Serious Games : Games That Educate, Train, and Inform. Boston, Mass.: Course Tech Inc., Thomson Learning.
McGonigal, J. (2011). Reality is broken: why games make us better and how they can change the world. New York: Penguin.
Perron, B., & Wolf, M. J. P. (Eds.). (2009). The video game theory reader 2. New York: Routledge.
Prensky, M. (2001) Digital Game-Based Learning. New York ; London: McGraw-Hill.
Salen, K. and Zimmerman, E. (2003) Rules of play: game design fundamentals, MIT Press, Cambridge, Mass. McGraw-Hill.

Journals/Periodicals/online resources

Edge (game magazine) http://www.edge-online.com
Gamasutra - http://www.gamasutra.com/
Game Studies - the international journal of computer game studies - http://www.gamestudies.org/
Game Research - http://www.game-research.com/