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Class Game Design Project I

  • Presentation

    Presentation

    In this curricular unit, students will be challenged to develop a 2D video game with a special focus on the pre-production and production phases. Students will have to present an idea for a video game, create working groups, develop content focused on the various areas of game design, and communicate, distribute, and coordinate tasks in a joint effort that is intended to be harmonious and fluid from start to finish. Game design can either focus on narrative issues, where the story gains greater prominence or focus essentially on gameplay. As such, this implies that students can combine narratology and ludology (action and narration) strategies in game design to create a prototype that seeks to be, fundamentally, polished, and functional. Along with the prototype, all groups of students will have to develop a Game Design Document that will serve as a report of all the work developed throughout the semester.
  • Code

    Code

    ULP2533-25167
  • Syllabus

    Syllabus

    1. Introduction to Game Design 2. The teams – design, art, programming, sound, QA, testers, project management, others. 3. Main elements: worlds, characters, stories and narratives, levels, gameplay, mechanics, rules, goals, game system, interfaces, experiences, others. 4. The One-Sheet Document: the first document. Where to start. Industry analysis and trends. structure, objective, communication, target audience.      4.1. Title, genre, synopsis, mechanics, platform, target audience, strengths (unique selling points). 5. The High-Level Design Document: structure, objective, communication, public, target.      5.1. Executive summary, core concept, story, characters, worlds, gameplay, mechanics, rules, objectives, levels, interface and interaction design, sound and music, art, sketches, and storyboards. 6. Evaluate Participation Factors, Test, Polish, Communicate, and Sell.
  • Objectives

    Objectives

    The main objective of this UC is to put students to develop a practical game design project for a 2D video game (GDD + prototype) in groups, which implies having to think, explore and execute their best ideas in the creation of a video game that is, above all, functional and polished. Each element of the group will have a specific role in the development of the work (art, programming, design, sound, among others) but everyone will have to contribute to the most diverse game design elements of the video game that can be thought of as those related to the game system and how it works. It should be noted that the weekly workload of this curricular unit will increase with the progress and entry into the production phase of the projects, with the monitoring of professors in the areas of project management, art and programming in order to consolidate a greater convergence between different areas of knowledge, fundamental in the process of developing videogames.
  • Teaching methodologies and assessment

    Teaching methodologies and assessment

    Continuous evaluation:   Preparation of a pre-project for a 2D video game (concept, synopsis, gameplay, target audience, marketing) to be developed individually and presented in class (20%);   Interim evaluation of the work of each group in the development of the Game Design document and prototype with presentation in the classroom (30%);   Final evaluation of the written document. Presentation in class of the final prototype of the 2D videogame, of the Game Design document: concept, history, characters, worlds, levels, storyboards, gameplay, interfaces, flowcharts, sounds, teamwork, and task coordination, and of a small promotional trailer for the videogame (50%).   Attendance: mandatory attendance of at least 70% of classes.   No exam rating:   Taking an Appeal Examination is not included in this Curricular Unit as it is not compatible with its specific nature, having therefore been defined by the Scientific Council that only the continuous assessment regime will apply.
  • References

    References

      Atkins, B. (2003), More than a game, the computer game as fictional form, Manchester University Press. Bates, B. (2004), Game Design - Second Edition, Boston: Thomson Course Technology PTR.  Carita, A. (2015), Pensar Videojogos: Design, Arte e Comunicação, Lisboa: Edições Universitárias Lusófonas Dille, F. & Platten, J. (2007), The Ultimate Guide to Video Game Writing and Design, New York: Skip Press. Fullerton, T. (2008), Game Design Workshop: A Playcentric Approach to Creating Innovative Games - Second Edition, San Francisco: Elsevier. Hartas, L. (2005), The Art of Game Characters, Cambridge: The ILEX Press. Miller, C. H. (2004), Digital Storytelling: A Creator's Guide to Interactive Entertainment, Oxford: Elsevier. Morris, D. & Hartas, L. (2004), The Art of Game Worlds, Cambridge: The ILEX Press.  Salen, K. & Zimmerman, E. (2004), Rules of Play: Game Design Fundamentals, Cambridge, Mass.: The MIT Press.
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