The course syllabus contains changes
See changesCourse syllabus adopted 2021-02-17 by Head of Programme (or corresponding).
Overview
- Swedish nameTeknikdriven experimentell speldesign
- CodeDAT380
- Credits7.5 Credits
- OwnerMPIDE
- Education cycleSecond-cycle
- Main field of studyComputer Science and Engineering, Software 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 23114
- Maximum participants30
- Block schedule
- 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
To be eligible for this course, students must have successfullycompleted the following courses, or equivalent: - TDA572 Game Engine
Architecture, 7.5 credits
Aim
Advances in computer game and game development are often tied intrinsically to the develop of new technology. However, the potential use of new technology is typically easier to identify regarding graphics, sound, networking, and even business aspects than regarding the core of a game, its game mechanics or gameplay. The course technology-driven experimental game design focuses upon developing skills for understanding and applying new technologies specially towards enabling new forms of gameplay.Learning outcomes (after completion of the course the student should be able to)
- list potential for new game mechanics and gameplay of two different technologies
- state creativity methods and techniques for applying new technologies to gameplay
- develop and explore new gameplay produced by using new technologies
- present new aspects of a game's gameplay based upon the new technology used
- apply creativity methods on a new technology for creating new gameplay
- analyse potential advantages and disadvantages of various new technology-driven gameplay possibilities given the context of specific user groups
- asses ethical and societal issues of wide-spread adaptation of new technology-driven gameplay
Content
Two currently relevant new technologies are introduced in the course (which technologies vary between years). Creativity methods are taught in the courses as a preparation for applying these methods during the work on the specific technologies.Organisation
The course is divided into two major modules and a smaller introductory module. The two major modules each focus on a technology which is on the cusp of being able to influence game development significantly within a couple of years. Each module introduces a technology through lectures, literature, and practice along with tools to allow gameplay experiments. The two major modules each contain a group submission and an individual submission. Group work usually takes place in groups of 5-6 students. The smaller introductory module goes through concepts and creativity methods for use in the other modules.Examination including compulsory elements
The smaller introductory module consists of an individual written submission. Each of the two major modules consists of a group submission, an individual written submission and an oral presentation in a group.The report in the introductory module and the oral presentations are either failed or passed. The group reports and the individual reports in the two major modules use a grading scale for correction.
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.
The course syllabus contains changes
- Changes to course rounds:
- 2021-09-27: Examinator Examinator changed from Marco Fratarcangeli (marcof) to Michael Heron (heronm) by Viceprefekt
[Course round 1]
- 2021-09-27: Examinator Examinator changed from Marco Fratarcangeli (marcof) to Michael Heron (heronm) by Viceprefekt