Theory and Practice of Game Design and Development

2018/2019

Prerequisite/Recommended prerequisite for participation in the module

The module adds to knowledge obtained in 5th semester

Content, progress and pedagogy of the module

Objectives:

This course provides students with the foundational knowledge and practices in the design and development of games such as the social and economic context of gaming and game production, the game industry, formal and dramatic elements of games, system dynamics of games, iterative game design through playtesting, completeness and balance of games, and game technologies. It is a hands-on course in which the students are expected to create actual prototypes, evaluate and iteratively redesign them.

Learning objectives

Knowledge

Students who complete the module will obtain the following qualifications:

  • Discuss the structure and formal elements of games – in particular players, objectives, procedures, rules, resources, conflict, boundaries and outcome – and dramatic elements of games – in particular challenge, play, premise, character, story, world building, and the dramatic arc (understanding)
  • Review the context of games, game classifications and players (understanding)
  • Explain game technologies including controllers, game engines (and their components such as render engines, audio engines, physics engines, etc.), and game development tools (understanding)
  • Describe the game development pipeline from idea via iterative design and development to product launch (understanding)
  • Describe the game industry and game entrepreneurship including platforms for distribution, independent developers, development studios, and publishers (understanding)

Skills

Students who complete the module will obtain the following qualifications:

  • Analyse and summarize (application) system dynamics of existing games
  • Create, present, critique and revise original game ideas (evaluation)
  • Iteratively produce (application) and evaluate key game features through playtesting of physical and/or digital prototypes
  • Judge completeness and balance (evaluation) and evaluate player experience of games and/or gameprototypes with established metrics
  • Produce pitch materials including game demos and design documents (application)

Competences

Students who complete the module will obtain the following qualifications:

  • Plan, organize and implement a game (pre)production (application)

Type of instruction

Refer to the overview of instruction types listed in the start of chapter 3. The types of instruction for this course are decided in accordance with the current Joint Programme Regulations and directions are decided and given by the Study Board for Media Technology.

Exam

Exams

Name of examTheory and Practice of Game Design and Development
Type of exam
Written or oral exam
In accordance with the current Joint Programme Regulations and directions on examination from the
Study Board for Media Technology:

To be eligible to take the exam the student must have fulfilled:
• handing in of written assignments or the like
• completion of certain – or all – study activities

Note that if admittance to the exam or parts of the assessment is to be based on written work or exercises, a deadline is stipulated for when the work must be handed in.

Individual oral or written examination with internal censor. The assessment is performed in accord-ance with the 7-point scale.
ECTS5
Permitted aids
With certain aids, see list below
See semester description
Assessment7-point grading scale
Type of gradingInternal examination
Criteria of assessmentThe criteria for the evaluation are specified in the Joint Programme Regulations.

Facts about the module

Danish titleTeori og praksis af spildesign og -udvikling
Module codeMSNMEDB6175
Module typeCourse
Duration1 semester
SemesterSpring
ECTS5
Language of instructionEnglish
Location of the lectureCampus Aalborg, Campus Copenhagen
Responsible for the module

Organisation

Study BoardStudy Board of Media Technology
FacultyTechnical Faculty of IT and Design