Course syllabus adopted 2023-02-02 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 23120
- Maximum participants30 (at least 10% of the seats are reserved for exchange students)
- 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 (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
TTo be eligible for this course, students must have completed one or more of the following courses or equivalent:
Introduction to Game Research, or
Gameplay Design, or
Game Engine Architecture, or
Prototyping in Interaction Design, or
Interaction design methodology, or
Graphical Interfaces
Introduction to Game Research, or
Gameplay Design, or
Game Engine Architecture, or
Prototyping in Interaction Design, or
Interaction design methodology, or
Graphical Interfaces
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
The game development project permits students an opportunity to develop a game of their choice and design. Each time the course runs a theme will be provided, and students will work together in groups to implement and deploy a game that fits into the theme. This course is primarily intended as an opportunity for students to hone the craft of game development - some instruction is provided, but the course is primarily project and supervision based.Organisation
The course is primarily aimed at giving students the opportunity to build a portfolio element through the focused development of a game-related product. Students will work in groups, with supervision, to conceptualise, develop and deploy a game around a particular theme.Examination including compulsory elements
The course is assessed from three aspects - a technical artefact, a presentation, and a written report. The overall grade is a weighted average of these units.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.