Course syllabus adopted 2022-02-01 by Head of Programme (or corresponding).
Overview
- Swedish nameSpelutvecklingsprojekt
- CodeDAT375
- Credits7.5 Credits
- OwnerMPIDE
- Education cycleSecond-cycle
- Main field of studySoftware Engineering
- DepartmentCOMPUTER SCIENCE AND ENGINEERING
- GradingTH - Pass with distinction (5), Pass with credit (4), Pass (3), Fail
Course round 1
- Teaching language English
- Application code 23111
- Maximum participants30
- Open for exchange studentsYes
Credit distribution
Module | Sp1 | Sp2 | Sp3 | Sp4 | Summer | Not Sp | Examination dates |
---|---|---|---|---|---|---|---|
0118 Project 7.5 c Grading: TH | 7.5 c |
In programmes
- MPIDE - INTERACTION DESIGN AND TECHNOLOGIES, MSC PROGR, Year 1 (compulsory elective)
- MPIDE - INTERACTION DESIGN AND TECHNOLOGIES, MSC PROGR, Year 2 (compulsory elective)
Examiner
- Michael Heron
- Senior Lecturer, Interaction Design and Software Engineering, Computer Science and Engineering
Eligibility
General entry requirements for Master's level (second cycle)Applicants enrolled in a programme at Chalmers where the course is included in the study programme are exempted from fulfilling the requirements above.
Specific entry requirements
English 6 (or by other approved means with the equivalent proficiency level)Applicants enrolled in a programme at Chalmers where the course is included in the study programme are exempted from fulfilling the requirements above.
Course specific prerequisites
To be eligible for this course, students must have successfully completed the following courses, or equivalent:
- CIU176 Prototyping in interaction design
- TDA493 Graphical interfaces
- TDA498 Interaction design methodology
The courses DAT385 Introduction to Game Research, TDA580 Gameplay Design, and TDA572 Game Engine Architecture or equivalent are recommended.
Aim
The course aims at a deepened understanding of the central issues in game development by means of practical training and reflection in a game project.Learning outcomes (after completion of the course the student should be able to)
- List best practice methodologies for development of computer games and game engines
- Name standard concepts and terms for describing games, game engines, and game development projects
- Apply user evaluation methods in practical projects
- Apply design & development methods systematically to create and critically compare different possibilities in game development projects
- Identify needs and requirements of specific intended user groups and stakeholders
- Motivate design choices in an game development process
- "Conduct an informed analysis of what ethical and societal effects technical solutions can create in a game develop process
Content
Central issues that is addressed in the course is the interaction between different technical parts of a game, how the different parts of a game engine can work together to create a specific game experience, and how methods and tools can in the best way support a development process. A combination of new and previously introduced methods and tools will be used in the course. Play testing and reflection regarding ethical and social consequences of the developed game are parts of the course besides the development of the game and its game engine.Organisation
The course consists of lectures, seminars, project work in groups, and exercises supported by supervision related to these. The project work is carried out in groups of normally 5-6 people, with access to supervision. Creating several reports and running several tests are part of the development process and the result of the project work is presented both orally and in writing.Examination including compulsory elements
The course is examined by means of exercises, a project report and an individual written essay.The course examiner may assess individual students in other ways than what is stated above if there are special reasons for doing so, for example if a student has a decision from Chalmers on educational support due to disability.