module specification

CU4005 - Game Design (2018/19)

Module specification Module approved to run in 2018/19
Module title Game Design
Module level Certificate (04)
Credit rating for module 30
School School of Computing and Digital Media
Total study hours 300
 
81 hours Scheduled learning & teaching activities
219 hours Guided independent study
Assessment components
Type Weighting Qualifying mark Description
Coursework 20%   Reflective report (500 words)
Coursework 40%   Paper Prototype (playable physical product with instructions)
Coursework 40%   Casual Game Prototype (graphics and script)
Running in 2018/19
Period Campus Day Time Module Leader
Year North Tuesday Morning
Year North Tuesday Morning

Module summary

This module provides an introduction to the topic of computer games from a variety of perspectives.  

It is designed to help students understand and appreciate many of the different technical and psychological approaches games designers and developers use in their work.   

It will also facilitate the development of the skills needed when developing gaming applications for Internet distribution using a contemporary scripting language within a multimedia framework.

Students will also  start to develop a rolling CV and web-based portfolio.

Module aims

  • provide an understanding of the history of computer game design and an appreciation of complexity f the topic , including the technology required for developing complex interactive systems 
  • develop creative and lateral thinking in response to a range of stimuli with particular reference to multimedia authoring
  • develop communication and study skills
  • implement scripting and programming capabilities in the area of casual games;
  • equip students for employment in the games industry, web and multimedia industries.

 

Syllabus

  • history of computer games
  • genres and themes, player demographics
  • general principles of computer game design
  • probability and game statistics
  • development of CV and personal web space
  • creative thinking and problem solving skills
  • introduction to graphical interface
  • basic, non-interactive animation using timelines and tweening
  • vector-based imagery, bitmap based imagery
  • scripting languages vs “Traditional” languages
  • handling events
  • writing well structured code and the object hierarchy
  • dynamically instantiating graphical objects
  • embedding sound and video
  • designing simple games and applications
  • authoring for the web and standalone applications

Learning and teaching

Students will develop theoretical understanding and practical skills based on weekly lectures, tutorials and supervised workshops. The workshops, in particular, are provided to enable group discussions and give opportunities for teamwork experience and practical support.

Appropriate blended learning approaches and technologies, such as, the University’s VLE and online
tools, will be used to facilitate and support student learning to:

  • deliver content;
  • encourage active learning;
  • provide formative and summative assessments, and prompt feedback;
  • enhance student engagement and learning experience.

Students will be expected and encouraged to produce reflective commentaries on the learning activities
and tasks that they carry out to complete their work.

 

Learning outcomes

LO1 – understand the history of computer games design and development
LO2 – draw on a range of techniques for problem-solving 
LO3 – create a framework for portfolio development
LO4 -  analyse a game product with respect to market and genre
LO5 - program in a relevant scripting language to a basic level
LO6 - plan and develop a simple game
LO7 - publish applications on the Internet

 

Assessment strategy

3Coursework includes a small piece of Internet research [LO1] [LO4] and a creative exposition, executed as a playable paper prototype with associated documentation as well as a subsequent simple digital prototype.  [LO3]

Students will develop a game concept, generate storyboards, prepare graphics and assemble the whole using a code-centric approach to construction. Students must demonstrate a sound grasp of event-driven application development and demonstrate a solid understanding of the scripting language. [LO5] [LO2]  [LO7]

Bibliography

Bhangal et al (2009) Flash Games Studio : Friends of Ed
Braithwaite and Schreiber  (200() Challenges for Game Designers  :  Charles River Media
Crawford, Chris (1982) The Art of Computer Game Design
Moock, Colin (2009) Essential Actionscript 3.0 : O’Reilly
Peters, Keith (2010) Actionscript 3.0 Animation : Friends of Ed
Poole, Steven (2004) Trigger Happy - http://stevenpoole.net/blog/trigger-happier/
-   http://www.vancouver.wsu.edu/fac/peabody/game-book/Coverpage.html
Schell, Jesse  (2008) The Art of Game Design - A Book of Lenses  :  Elsevier
Webster, Yard, McSharry (2009) Foundation Actionscript 3.0 with Flash CS3 and Flex : Friends of Ed

The Dot Eaters - http://www.thedoteaters.com
Gamasutra - http://gamasutra.com/