The course consists of 14 weeks of teaching. Teaching is here understood as a wide array of activities: • Lectures: lectures are typically focused on one set of related game design issues. They are typically teacher-centric lectures, but student participation is highly encouraged. • Practical exercises: exercises are typically conducted in the last segment of the class. There are two types: short exercises are performed during the first hour, and discussed and evaluated during the second. Long exercises are often proposed before a weekend, and evaluated the first day of classes afterwards, using two hours. There are also shorter exercises as part of the lectures. • Group supervisions: group supervision takes place in the last two months of the course, and is focused on direct interaction between the teacher and the groups developing a game, with the goal of providing early feedback on the production. Group supervisions are voluntary. • External talks: external talks are often one hour long, and given by industry representatives, on topics that are either not addressed in class, or only superficially touched upon, and that are external to the core pensum of the course. Students are expected to attend lectures and participate in the exercises. Group supervision and external talks are strictly voluntary.
The course evaluation is divided in three main blocks: Block One An oral test based on the readings for the precedent lectures (lectures 0 - 6 - if a lecture was cancelled, the readings for that lecture will not be evaluated in that test). The oral test consists of a 10 minute conversation based on a question from one topic from the course literature. The student is expected to: • be familiar with all the literature, • be able to critically engage with the readings, • be able to address the exam topic using the appropriate literature, as well as the students’ own experience, • be able to relate the topic to other texts from the course. The student will be evaluated taking into consideration: • the critical understanding of the literature, • the capacity to relate the question to the course contents (literature, exercises) • the capacity to relate the question to the students’ practice as a game designer, in the context of the course. The oral exam will account for 20% of the final grade. Block Two Students will have to produce a game during this course. The game will be evaluated based on the following criteria: • It has to have at least 5 levels or equivalent, showing a set of core mechanics identifiable by players. • The game has to have some skill and challenge progression. • The game has to be fully playable, with a clear endstate. • The game has to have exclusively original content. No copyrighted material is allowed. • The game has to be either: a polished clone of an existing game, introducing at least one incremental innovation (eg. an eight-way shooter with cooperative gameplay), or an original game based on a unique mechanic, platform, or interaction model (eg. a webcam-controlled cooperative multiplayer game). The game will be evaluated in two stages: the first stage corresponds to an alpha deadline in mid-November, where the game mechanics and core concept of the game will be locked. Students will receive feedback on the game and an orientation on the possible grade awarded to it. The criteria for evaluation of each single game will be specified in this meeting (since the types of games developed for this course can be quite different, there is no unified criteria of what constitutes a 'good game'). The second stage is the final deadline for the finished game prototype, the second week of December. Students will submit their game to the course manager, who will play the game, grade it, and write feedback regarding the game. Special cases such as multiplayer games or games requiring particular set-up or hardware will be evaluated in person, with a presentation time of max. 40 minutes. 70% of the grade is based on the submitted game Block Three The third deliverable consists of the formalized results of at least one playtest and one usability test. These documents should include: • Details on the realization of the tests: how were they planned, how were the testers recruited, when did the tests take place, how were results collected and processed. Max. 3000 words. • All documentation used for/in the test: questionnaires, audio/video files, interview transcripts, gameplay logs, … The documentation will be evaluated as follows: • The student should identify the different parts of the game development process, as well as her/his role in each of these. • The student should be able to reflect about her/his participation on each of the development stages, identifying critical situations and how those were addressed. • The student should use references from the course literature to illustrate her arguments and reflections. This use includes critical readings of the literature as well as the use of the game produced as a case study. The evaluation results account for 10% of the final grade. Students who do not qualify for the final examination will be entitled to re-examination. Re-examination will consist exclusively of a deliverable consisting of: • a 4000 words essay on one topic chosen from the readings of the first 11 lectures (evaluated with the same criteria as the oral test). Grade weight: 30% • All the components of the final hand-in (individual reflection, game, review/game depending on track). Grade weight: 70%