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Class Game Design II

  • Presentation

    Presentation

    The Curricular Unit deals with the design and specification of games and validating original game concepts. A game's design is what differentiates that game from other games and what differentiates games from other kinds of creative works. Game Design literacy matters to all professions involved in game development, as their contributions to the project are framed in that project's game design. The Curricular Unit looks at what makes a project relevant in game terms, how to analyze and break down how a game works as a game, and how to iterate on this at multiple levels of abstraction. Issues of prototyping, iteration, and both market relevance and creative relevance align this Curricular Unit with other curricular units in the degree dealing with User Experience, Development, and putting a game out in the market. Handling game design early on in a project prevents do-overs in art, assets, and programming work.
  • Code

    Code

    ULHT1075-16942
  • Syllabus

    Syllabus

    1. Iteration for Digital Game Design platform game mechanics creation and specification; platform game Level Design; using a digital prototyping tool; iteration in digital prototyping. 2. Game Design Process Game Design Specification for Games of Progression; Game Structural Model (revision); Dynamics and Dynamic Analog Dilemmas. 3. Formal Prototyping and Testing Stages of the Game Design Process; Formal Proof of Concept; Key-factor, Functionalities; Prototyping Question for Proof of Concept; Systematic User-testing for Proof of Concept.
  • Objectives

    Objectives

    design small original games where that originality pertains to their nature as games; make best use of documents for specification, prototyping, and testing, across all stages of the game design process; break down game concepts into their constituent parts while evaluating the connections between those constituent parts, while defining design priorities towards generating original game design knowledge in the current project do game design work iteratively, based on well-defined priorities in design work, where each design element is validated through purpose-built prototypes and playtests, and subsequent elements are handled based on the validation of preceding elements; acquire techniques for documentation, systematic digital prototyping, and formal user-testing, as well as introductory level design planning and the knowledge of how to employ these techniques iteratively.
  • Teaching methodologies and assessment

    Teaching methodologies and assessment

    The unit is strongly oriented towards project-based learning. Initially (Part 1 of the syllabus), the students focus on a well-delineated design space, using iterative sketching and a tool specialized for prototyping over production (which nevertheless builds off rudimentary production skills). Further along in the program (parts 2 and 3 of the syllabus), the students will interrogate their project in the Digital Game Development unit through specification and systematic user-testing.
  • References

    References

    ADAMS, E. (2009). Fundamentals of Game Design (2 ed.). Berkeley, CA: New Riders. FULLERTON, T., SWAIN, C., HOFFMAN S. S. (2008). Game design workshop: a playcentric approach to creating innovative games, 2nd Ed. Amsterdam; Boston; Heidelberg; London; New York: Elsevier: Morgan Kaufmann. LEMARCHAND, R. (2021). A Playful Production Process: For Game Designers (and Everyone). MIT Press. MACKLIN, C., & SHARP, J. (2016). Games, Design and Play: A detailed approach to iterative game design. Addison-Wesley Professional. SALEN, K., ZIMMERMAN, E. (2004). Rules of play: Game design fundamentals. MIT Press.  
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