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Kursusbeskrivelse
Kursusnavn (dansk):Making Games 
Kursusnavn (engelsk):Making Games 
Semester:Efterår 2018 
Udbydes under:cand.it., spil (games) 
Omfang i ECTS:15,00 
Kursussprog:Engelsk 
Kursushjemmeside:https://learnit.itu.dk 
Min. antal deltagere:
Forventet antal deltagere:
Maks. antal deltagere:80 
Formelle forudsætninger:This is an introductory course and has not mandatory requirements. However, students will benefit from a certain familiarity with game development technologies. 
Læringsmål:After the course the student should be able to:
• Conceptualize, prototype, design, develop and test a digital game individually and in teams.
• Reflect on and act in her role as a team member of a joint game production.
• Reflect on the relation between design and technical implementation in innovation-driven projects.
• Understand and apply different play testing and usability methods.
• Structure an innovation-driven development process using industry-relevant project management methods.
• Practice different concept development, sketching, prototyping, and game design methods.
• Evaluate established technologies, methods and processes for their usefulness in their games project.
• Perform basic programming, art, and/or design activities, applied to computer game development.
• Argue a marketing and business case. 
Fagligt indhold:In this course students will first learn to explore the design space of games by making a number of focused prototypes. Students will learn the basics of prototyping theory and practice, the basics of game design and interaction design, and essential user experience and evaluation techniques. All students will program and design small prototypes individually and in groups during this phase.

After this initial phase, the students develop a game in a group. The focus of the course is on development methods applied to an actual game production. The production process of the game is based on a project plan and a macro design document devised by the team members.

Additionally the teams will produce a marketing plan and model a business case for the game. Students will learn to identify what makes their game unique, what is its technical and design essence, and how can they best communicate it.

We expect students to produce either small, short, contained playable experiences that are to a certain extent finished, or a vision-driven game. The created game should offer at least 20 minutes of varied gameplay. 
Læringsaktiviteter:

The course is structured around a combination of lectures, guest lectures, exercises, student presentations, and supervision. These learning activities are themselves structured around the production of 4 prototypes and the final game.

The schedule of the class is as follows (each weak has two teaching days):

August+September
- 2 hours of teaching, 4 hours of working on the game, 2 hours of presentation
- 4 weeks of a-game-a-week (= 4 prototypes)

October
- 3 weeks of intensive lectures and exercises split in two tracks (one for Design and one for Technology)
- Autumn break

November/December
- 7 weeks of game making in teams of 4-6 students
- Supervision, workshops and guest lectures only 

Obligatoriske aktivititer:Students have to create and present 4 individually created prototypes. Deadlines will be posted in LearnIT.

Be aware: The student will receive the grade NA (not approved) at the ordinary exam, if the mandatory activities are not approved and the student will use an exam attempt 
Eksamensform og -beskrivelse:D1G Aflevering med mundtlig eksamen baseret på projekt i gruppe. Delt ansvar for projekt., (7-scale, external exam)

D1G Submission for groups with following oral exam based on the submission

The duration of the oral exam is 20 minutes per group.

The students have to hand in the following:
– The finale game and its trailer
– A group report consisting of play test results and the press kit of the game
– A 2000 word individual report that is an analysis of their game based on theory presented in weeks 5-8

The game, the group report (plus the trailer) and the individual report have equal weight in the grading.

The group report will be graded according to how well the user testing is executed and how well the game is communicated.

The individual part is an analysis of the game that should use the research presented in the lectures of phase two to reflect on specific aspect of the game. It will be graded according to its clarity, originality and rigour.

The oral exam is a presentation of the final game. Students will be examined on their capacity to argue as a group that the project is original, well designed and of high technical quality. Individual group members will be asked about their role in the production of the final prototype.

A group consists of 4-6 people.