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Kursusbeskrivelse
Kursusnavn (dansk):Introduktion til spildesign 
Kursusnavn (engelsk):Introduction to Game Design 
Semester:Forår 2006 
Udbydes under:cand.it., medieteknologi og spil (mtg) 
Omfang i ECTS:7,50 
Kursussprog:Engelsk 
Kursushjemmeside:https://learnit.itu.dk 
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 30 January to 3 February, 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

Students must create a game prototype for the exam.

Written assignments and productions to be used as part of the examination must be handed in to the Examination Office no later than April 28 2006 at 15:00.  

Litteratur udover forskningsartikler:Main course book
The main book of the course is Game design workshop by Tracy Fullerton, Christopher Swain, and Steven Hoffman. Please buy this book.


Additional texts

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". Game Developer Magazine 2002.

John P. Davis, Keith Steury, and Randy Pagulayan: "A survey method for assessing perceptions of a game: The consumer playtest in game design". Game Studies 05/01, 2005.
http://gamestudies.org/0501/davis_steury_pagulayan/

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

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: "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

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.
 
 
Afholdelse (tid og sted)
Kurset afholdes på følgende tid og sted:
UgedagTidspunktForelæsning/ØvelserStedLokale
Torsdag 09.00-12.00 Forelæsning ITU Aud 3 (2A56)
Torsdag 13.00-16.00 Øvelser ITU Gamelab (0A27), Multimedielab (0A17)

Eksamen afholdes på følgende tid og sted:
EksamensdatoTidspunktEksamenstypeStedLokale
2006-04-28 Before 15:00 Skriftlige arbejder ITU Examination Office
2006-06-13 See time table on course homepage Mundtlig eksamen ITU See examination plan in Study Guide on the Intranet
2006-06-14 See time table on course homepage Mundtlig eksamen ITU See examination plan in Study Guide on the Intranet
2006-06-15 See time table on course homepage Mundtlig eksamen ITU See examination plan in Study Guide on the Intranet