GAME DESIGN - 2017/8

Module code: DMA2011

Module provider

Music and Media

Module Leader

WEINBREN J Mr (Music & Med)

Number of Credits

15

ECT Credits

15

Framework

FHEQ Level 5

JACs code

I620

Module cap (Maximum number of students)

N/A

Module Availability

Semester 2

Overall student workload

Workshop Hours: 33

Assessment pattern

Assessment type Unit of assessment Weighting
Coursework COURSEWORK (PROJECT PROPOSAL) 40%
Coursework COURSEWORK (PROJECT OUTPUT PORTFOLIO) 60%

Alternative Assessment

N/A

Prerequisites / Co-requisites

DMA1010 Computers and Coding or equivalent

Module overview

In the broad sweep of human cultural activity and its manifestation through the wider history of art and culture, digital games are a relatively recent phenomenon. However the intrinsic human activity of play – in its many incarnations – is arguably one of our most ancient forms of expression and cultural interaction. Drawing from ideas about play in general and digital games in particular, this module offers an introduction to ‘game design’; exploring some of the ways in which we create, devise and formulate game ideas and from there how these can be specified, communicated and demonstrated. A mixture of imagination, creativity and technical implementation, you will undertake game design through both written/illustrated documentation as well as practical prototyping using tools and techniques commonly used in commercial game studios of all shapes and sizes.

Module aims

Provide students with support to further develop creative and production skills

Guide students in understanding how digital media arts practices are applied within industry

Provide opportunities for students to learn industry relevant tools and practices

Support students in focusing their practice

Learning outcomes

Attributes Developed
Generate ideas, concepts, proposals, solutions or arguments in response to set briefs C
Comprehend implications and potential for Digital Media Arts presented by new developments in the Video Games industries K
Demonstrate ability to combine multiple techniques learned at level 4 (still imagery, audio, video, animation, interaction) in the creation of a video game K
Realise negotiated practical outcomes taking into account creative, logistical, and budgetary requirements C
Study independently, set goals, manage their own workloads and meet deadlines PT
Select, test and make appropriate use of software, processes and environments PT
Select and employ communication and information technologies. PT

Attributes Developed

C - Cognitive/analytical

K - Subject knowledge

T - Transferable skills

P - Professional/Practical skills

Module content

Indicative content:


Introduction to Games and Play; Audiences and Players
Game Design Frameworks

Environments and World Design
Stories in Games and Games in Stories
Game Granularity and Structure: Levels, Scenes, Episodes, Chapters, Chunks


Game Design Components

Playable Characters/Entities/Units
Static and Responsive Components: Objects, Props, Obstacles
Systems, Rulebases and Game Mechanics
Screen Spaces, Virtual Cameras and Compositional Dynamics
Animation and Movement
Interface Design


Game Design Documentation
Prototyping

Methods of Teaching / Learning

The learning and teaching strategy is designed to enable students to formulate ideas for working games, and to use audio-visual material, written design documentation, physical materials and/or software prototypes to demonstrate these ideas. The students will build on skills acquired in previous units, extending these skills where appropriate using game development software tools and techniques.

The learning and teaching methods may include


Lectures
Workshops
Critiques and individual tutorials
Assignments

Assessment Strategy

The assessment strategy is designed to provide students with the opportunity to demonstrate (i) understanding of game design specification and prototyping techniques; (ii) creative, compositional and problem solving skills; (iii) how these are applied to digital media arts practice in general and game design practice in particular.

Summative assessment for this module consists of:


Coursework – Project Proposal (40%): the portfolio consists of an Initial Game Design Document and Presentation/Pitch
Coursework – Portfolio Submission (60%): the portfolio consists of project outputs in the form of an updated Game Design Document, game prototype(s) and a reflective synopsis or reflective journal


Formative assessment and feedback


The module includes regular assignments covering creative responses and production skills for the topics and techniques under investigation.
Formative assessment is given through group critiques and individual tutorials. Work-in-progress presented will be given direct feedback regarding its quality and standard.



During the seminar sessions held in the run-up to submission of assessed works, students are given support and feedback on works in progress.

Reading list

Reading list for GAME DESIGN : http://aspire.surrey.ac.uk/modules/dma2011

Please note that the information detailed within this record is accurate at the time of publishing and may be subject to change. This record contains information for the most up to date version of the programme / module for the 2017/8 academic year.