IT-Universitetet i København
 
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Kursusbeskrivelse
Kursusnavn (dansk):Computerspil II 
Kursusnavn (engelsk):Computer Games II 
Semester:Forår 2002 
Udbydes under:cand.it., design, kommunikation og medier (dkm) 
Omfang i ECTS:7,50 
Kursussprog:Engelsk 
Kursushjemmeside:https://learnit.itu.dk 
Min. antal deltagere:10 
Forventet antal deltagere:
Maks. antal deltagere:14 
Formelle forudsætninger:Thorough experience with computer games at player level; extensive knowledge of theoretical computer game concepts (such as genres, history, immersion, interactivity, the interface, and multiplayer games); and some experience with design of game prototypes and use of game software. These prerequisites will for example be met by having successfully completed Jesper Juul\'s course \"Computer Spil\" in the fall 2001. 
Læringsmål:Having completed the course the students will be able to:

  • Understand games reception, game communities and the effects/uses of games.

  • Understand the process of creating and developing a game.

  • Describe the principles and practice of game design, focusing on multiplayer games of various sorts.

  • Discuss aspects related to the game development process.
  • Create a computer game prototype by applying experience with games, theoretical understanding and technical skill.

  • Learn to document ideas and to take them to practice.
 
Fagligt indhold:The course studies computer games from the player´s point of view, taking theories of digital reception, interaction and instrumentalization as a starting point. Our focus will be multiplayer games, since they involve more complex interaction and bring up interesting digital communities issues.



In order to work with applied theory ,the practical side of the course deals with designing a computer game from scratch, which is a different process to that of designing any other digital product although it shares some characteristics with them. Here we will focus on: how to work with raw ideas, the game proposal (documents, planning, scheduling), genre-specific issues, immersion, interactivity (actions and gameplay), the interface (setting, time, space, characters, etc), tools, the AI, levels, testing, etc. 
Læringsaktiviteter:

A range of teaching forms will be employed: lectures, discussions, and practicals (where we would try different kinds of game software). There will also be weekly assignments (essays or something practical, like an interface design or sketches). The practical side will take students from the game proposal stage to building a prototype (and presenting various documents). Students will gain practical knowledge of various software packages and will be able to apply this knowledge to the building of their final prototype that can belong to different genres in each case. Active participation is expected throughout the course. 

Eksamensform og -beskrivelse:X. experimental examination form (7-scale; external exam), 13-skala, Intern censur

The evaluation is based on two mandatory elements: 1) a final project in groups (2-5 students) to be handed in by May 3rd: (a game prototype and accompanying design document or an empirical research study and theoretical paper); 2) an oral group examination in June prepared in advance with all aids allowed, based on the final project - with an external examiner and using the 13-marking scale. Examination time (including feedback) is 50, 70, 90, and 110 minutes for groups of 2, 3, 4, and 5 students, respectively. Weekly assignments do not form part of the evaluation of the course.  

Litteratur udover forskningsartikler:Richard Rouse: Game Design. Theory and Practice. Plano, USA: Wordware Publishing, 2001, supplemented by readings from the web and elsewhere.