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
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.