Course syllabus for Gameplay design

Course syllabus adopted 2023-02-02 by Head of Programme (or corresponding).

Overview

  • Swedish nameGameplay design
  • CodeTDA580
  • Credits7.5 Credits
  • OwnerMPIDE
  • Education cycleSecond-cycle
  • Main field of studyComputer Science and Engineering, Software Engineering
  • ThemeMTS 3 c
  • DepartmentCOMPUTER SCIENCE AND ENGINEERING
  • GradingTH - Pass with distinction (5), Pass with credit (4), Pass (3), Fail

Course round 1

  • Teaching language English
  • Application code 23129
  • Maximum participants60 (at least 10% of the seats are reserved for exchange students)
  • Block schedule
  • Open for exchange studentsYes

Credit distribution

0104 Project 7.5 c
Grading: TH
0 c7.5 c0 c0 c0 c0 c

In programmes

Examiner

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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.

Aim

The course aims to give an understanding in how the different components in a game environment interacts as well as what relations game design has to other areas, e.g. programming and graphical design, which are required in the development of modern interactive simulations.

Learning outcomes (after completion of the course the student should be able to)

  • describe the role of a game designer within a game design project
  • motivate different perspectives on games and use of games, both from practical and ethical aspects
  • discuss game design features explicitly using both de facto industry concepts and academic frameworks
  • present game design concepts for an audience
  • relate current game designs to earlier examples, from the direct predecessors to the first recorded examples
  • plan game design projects according to best practice descriptions
  • develop a game design concept from initial idea to a full game design document, using iterative design processes and prototyping 
  • specify target audiences and develop specific game design concepts for specific target audiences
  • analyze different game design using analytical tools (such as game design patterns) to be able to A) suggest design changes and B) compare different game designs.

Content

Game design focuses on how rules and game components can be used to create game environments that encourage and promotes specific interaction, either between humans or between humans and the game system. The aim of these environments can vary from experimental environments in the car and plane industries, learning environments in simulations to pure entertainments applications in home computers and game consoles. The course deals with general design methods that can be applied to all these use areas. The course aims to give an understanding in how the different components in a game environment interacts as well as what relations game design has to other areas, e.g. programming and graphical design, which are required in the development of modern interactive simulations. Central programs addressed in the course are how to motivate users to specific types of interaction, the relationship between interaction and narratives, how to balance interaction in multi-user environments, how to support and encourage creativity among users, how to modify designs to suit both novel and expert users as well as how to adapt design to suit interaction with specific time constraints.

Organisation

The course is based around exercises and projects, within the subject area which are complemented with lectures and workshops. Project work takes places in supervised groups and aim to give practical training in the development and modifications of game designs.

Literature

Textbook on game design (Fullerton), a collection of relevant papers on selected topics.

Examination including compulsory elements

Written and oral presentation of projects. Grading: Fail, 3, 4 or 5.

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.