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Kursusbeskrivelse
Kursusnavn (dansk):Introduktion til spildesign 
Kursusnavn (engelsk):Introduction to Game Design 
Semester:Efterår 2005 
Udbydes under:cand.it., medieteknologi og spil (mtg) 
Omfang i ECTS:7,50 
Kursussprog:Engelsk 
Kursushjemmeside:http://www.itu.dk/courses/MCSD/E2005/index.html 
Min. antal deltagere:
Forventet antal deltagere:60 
Maks. antal deltagere:60 
Formelle forudsætninger:This is an introductory course, but it is an advantage to be aware of different computer- and video game genres.
 
Læringsmål:The course enables the student to:
-Create, develop, and implement a game design.
-Use knowledge of different game genres and their particular strengths and possibilities.
-Understand of how the different aspects of games: Games as fiction, games as rules, and games as social activities work together.
-Create game designs that enable specific types of player experiences. (I.e. social games, strategic games, etc.)
-Understand the relation between design choices and player experiences.
-Evaluate game concepts.
-Structure the process from game design to game prototype, to game production and game testing.
 
Fagligt indhold:The course is centered on the design and implementation of a game prototype.
The course is primarily practically oriented, but we will read a number of texts on computer game theory, computer game design, development methods, and game testing as well as examine existing games.
Games are developed in self-selected groups of 3-5 people.

To start designing games, we will spend the first two lectures designing, implementing, and testing a board or card game.

During the rest of the course, course participants must develop and implement a video game design. The game prototype developed is meant as a way of evaluating the core ideas of the game design.
Game designs cannot be clones of existing games, but must be innovative and fun. Innovation can be on any number of levels such as gameplay, genre, content, experiences, target groups, or alternative interfaces.
 
Læringsaktiviteter:12 forelæsninger og 12 øvelsesgange

12 lecture series + 11 exercise sessions.
The course typically consists of a morning lecture with discussion, analysis and/or student presentations, and practical exercises in the afternoon.

NB! In the introductory week, meaning from 29 August to 2 September, exercises are cancelled. This means that there will be only lectures from 9:00 - 12:00.
 

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

The final exam requires that groups submit a game design document, a production report and a prototype. The defense will be done in group and orally.
 

Litteratur udover forskningsartikler:Ernest Adams: "Bad Game Designer, No Twinkie!". Gamasutra 13/3/1998
http://www.gamasutra.com/features/designers_notebook/19980313.htm

Ernest Adams: "Bad Game Designer, No Twinkie! II". Gamasutra 31/3/2000
http://www.gamasutra.com/features/designers_notebook/20000331/index.htm

Ernest Adams: "Bad Game Designer, No Twinkie! III". Gamasutra 8/2/2002
http://www.gamasutra.com/features/20020208/adams_01.htm

Don Carson: "Environmental Storytelling: Creating Immersive 3D Worlds Using Lessons Learned from the Theme Park Industry". Gamasutra 2000.
http://www.gamasutra.com/features/20000301/carson_01.htm

Mark Cerny: "Method". GDC Europe 2002.
http://www.gamasutra.com/features/slides/cerny/index.htm

Noah Falstein: "The 400 project". 2001-2004.
http://www.theinspiracy.com/GD1ShortTermGoals.htm
http://www.theinspiracy.com/400_so_far.htm

Tracy Fullerton, Christopher Swain, Steven Hoffman: "Improving Player Choices". Gamasutra 2004.
http://www.gamasutra.com/features/20040310/fullerton_01.shtml

Bill Fulton: "Beyond Psychological Theory: Getting Data that Improve Games". Gamasutra 2002.
http://www.gamasutra.com/gdc2002/features/fulton/fulton_01.htm

Jussi Holopainen & Staffan Björk: "Game Design Patterns". 2003.
http://www.nokia.com/library/files/docs/Game_Design_Patterns.pdf

Robin Hunicke, Marc LeBlanc, Robert Zubek: MDA: "A Formal Approach to Game Design and Game Research". 2004
http://www.cs.northwestern.edu/~hunicke/pubs/MDA.pdf

Katherine Isbister: "10 tricks from psychology for making better characters". GDC 2004.
http://www.katherineinterface.com/isbister_gdc_2004.htm

Jesper Juul: The open and the Closed: Games of Emergence and games of progression. CGDC, Tampere, 2002.
http://jesperjuul.dk/text/openandtheclosed.html

Medlock, Wixon, Terrano, Romero, Fulton: "Using the RITE method to improve products; a definition and a case study". 2003.
http://download.microsoft.com/download/5/c/c/5cc406a0-0f87-4b94-bf80-dbc707db4fe1/mgsut_MWTRF02.doc.doc

Rouse, Richard. "What players want" (chap. 1) in Game Design. Theory and Practice. Plano, USA: Wordware Publishing 2001.

Rouse, Richard: "The Elements of Gameplay". Fra Game Design: Theory and Practice p. 121-145. Plano, USA: Wordware Publishing 2001. p. 1-19.
http://www.gamasutra.com/features/20010627/rouse_01.htm

Tim Ryan: "The Anatomy of a Design Document, Part 1: Documentation Guidelines for the Game Concept and Proposal". Gamasutra 1999.
http://www.gamasutra.com/features/19991019/ryan_01.htm

Tim Ryan: "The Anatomy of a Design Document, Part 2: Documentation Guidelines for the Functional and Technical Specifications". Gamasutra 1999.
http://www.gamasutra.com/features/19991217/ryan_01.htm

Shelley, Bruce: "Guidelines for Developing Successful Games". Fra Gamasutra, 2001.
http://www.gamasutra.com/features/20010815/shelley_01.htm

Harvey Smith: "Systemic level design for emergent gameplay". GDC 2002.
http://www.gamasutra.com/features/slides/smith/index.htm

Harvey Smith: "Practical Techniques for Implementing Emergent Gameplay". GDC 2004.
http://www.planetdeusex.com/witchboy/GDC04_Emergence/sld001.htm

M. Wibroe, K.K. Nygaard & P. Bøgh Andersen: "Games and Stories". In Lars Qvortrup (red.): Virtual Interaction. London: Springer Verlag 2001. p. 166-181.

*

For a good general introduction to game design, I recommend Game design workshop.
 
 
Afholdelse (tid og sted)
Kurset afholdes på følgende tid og sted:
UgedagTidspunktForelæsning/ØvelserStedLokale
Fredag 09.00-12.00 Forelæsning ITU Auditorium 4
Fredag 13.00-16.00 Øvelser ITU Gamelab, Multimedielab

Eksamen afholdes på følgende tid og sted:
EksamensdatoTidspunktEksamenstypeStedLokale
2005-11-25 inden kl. 15.00 Skriftlige arbejder ITU Eksamenskontoret
2006-01-09 se eksamenstidsplan på kursets hjemmeside Mundtlig eksamen ITU se eksamensplan i Studiehåndbogen på ITUs intranet
2006-01-10 do Mundtlig eksamen ITU do
2006-01-11 do Mundtlig eksamen ITU do