Course: MIS29080 Game Design
Lecturer - Allen Higgins
Classes online. Thursday mornings (9.00-10.50)
(10%) 5 Homework assignments during term (consisting of one podcast guest-or-personal interview, one short essay plus three print-and-play prototypes) (pass/fail)
(10%) Design Brief Poster + Design Brief Video (4-minute presentation) - e.g. presenting concept, level design, plan for future. (pass/fail)
(40%) Design prototype (e.g., a print & play copy). (pass/fail)
(40%) Essay + Personal Reflection - based on your final design brief, providing game narrative plus research commentary with literature, industry history, context, etc. (graded)
Classes online. Thursday mornings (9.00-10.50)
Duration, 110 minutes
Notice:
Slides and files are accessed from the module in UCD Brightspace https://brightspace.ucd.ie/ (login required).
The organisation of this material is subject to on-going revision.
Students will abide by the provisions of the "UCD Student Code". All deliverables, whether individual or group, must comply with UCD policies on "Academic Integrity" and "Plagiarism". Communication should be respectful, professional, and comply with the school protocols. The policy on late submission of coursework to conform with university guidelines.
Module Description
Game design, the business of games and games in business. For those with an interest in the design, management and business of games and gamification, Game Design provides a practical introduction to the business of games in the global economy. Employ game thinking, theories and gamification to interpret and design engaging innovations.
Learning Outcomes:
Develop an understanding of the history and evolving context of the game perspective.
Become conversant with game design and terminology.
Develop a critical appreciation for the philosophy, theory and core concepts of games and play.
Capability to use game frameworks and perspectives in practical applications, for game development or gamification of systems and technology.
Gain an awareness of the implications of activating game thinking concepts.
Conduct literature research, analysis and development, applying game thinking in contexts in an area defined by you, from product or service design through to effecting wider social impacts for value, ethics, engagement and involvement in society.
Indicative Module Content:
Study the philosophy and theory of games and play.
Apply principles from game design and gamification.
Employ theory to interpret play, game thinking, traditional games, and gamification.
Develop a game proposal, prototype or game-like features for service design, and engagement for general use.
The design of this course is inspired in part by Jesse Schell's "The Art of Game Design: A book of lenses". We encourage you to buy a copy of the book and download a copy of the App (card deck) https://www.schellgames.com/art-of-game-design/.
Recommended readings include:
- The Art of Game Design: A book of lenses. (Schell, 2008 or any edition)
- "The Gameful World: Approaches, Issues, Applications" (Walz and Deterding, 2015)
- "Global Games: Production, Circulation and Policy in the Networked Era" (Kerr, A., 2017)
- "Rules of Play: Game Design Fundamentals" (Salen & Zimmerman, 2004)
- "Game Design Workshop: A Playcentric Approach to Creating Innovative Games" (Fullerton, 2008 or any edition)
Other books, chapters, articles and readings will be suggested during the course.
Approaches to Teaching and Learning:
The class is taught in a long-form workshop format. We apply the experiential learning approach to design learning experiences in addition to traditional lecture content. Class time is spent in intensive semi-structured interactive activities - discussing analyses, role-play, playing games, reflecting on learning. Each assessment and activity contribute to the development of a game design idea. During term you will generate ideas, create a prototype and play-test print-and-play versions of your designs. A "Sprint" process supports the ideation, designing, building and testing to prototype stage; using sketches, mood-boards, paper prototype, to digital versions. The project culminates in a studio examination styled as a publisher pitch presentation.
Assessment Strategy
100% (letter grade) Continuous assessment component comprised of the following subcomponents:
(10%) Design Brief Poster + Design Brief Video (4-minute presentation) - e.g. presenting concept, level design, plan for future. (pass/fail)
(40%) Design prototype (e.g., a print & play copy). (pass/fail)
(40%) Essay + Personal Reflection - based on your final design brief, providing game narrative plus research commentary with literature, industry history, context, etc. (graded)
See notes on the Essay (link)
Note: A 'pitch kit' for Spiel/Kickstarter could be built from the combination of these elements
Syllabus (subject to revision)
Please note that selected content will be added to and adapted in real time as new information emerges, the research environment evolves, and as things change in the wider world.
Note: see the blog post on the Paper Prototyping Exercise for tips on print-and-play prototypes.
Session 1: Introduction and overview
- Introduction, assessment, structure of the class
- Idea generation for print-and-play prototypes
- Introduce the Game Café
- Homework (see Brightspace)
Session 2: Indie Game: The Movie (2012)
- Invited guest podcast interview - Name - Theme
- A critical perspective, discussion and analysis of the video game industry
- Homework (see Brightspace)
Session 3: Basics of Game / Gamification
- Invited guest podcast interview - Name - Theme
- Podcast host volunteer list (pairs)
- Introduce Schell's Game design lenses
- Debrief the 4 games exercise
- Game Café (Skull)
- Homework (see Brightspace)
Session 4: Theory of Game, Player and Play
- Invited guest podcast interview - Name - Theme
- Definitions of game, deconstructing game, player and play
- Apply Schell's Game design lenses to Play-test prototype #A
- Overview of some digital game dev toolchains
- Game Café (Battleship)
- Homework (see Brightspace)
Session 5: Narrative in Game Design
- Invited guest podcast interview - Name - Theme
- Architecture (gestalt) and design elements
- Overview of a narrative design tool
- Game Café (Codenames)
- Apply Schell's Game design lenses to Play-test prototype #B
- Homework (see Brightspace)
Session 6: What is the Essence of a Design?
- Invited guest podcast interview - Name - Theme
- Apply Schell's Game design lenses
- Game Café (Just One or One Word)
- What designers do (and care about)
- Homework (see Brightspace)
Session 7 House Rules, Rule Breaking, Rule Making, Cheats
- Invited guest podcast interview - Name - Theme
- Game Café (Telestrations)
- Rules and rules of rules; three kinds of rules and the computer
- Apply Schell's Game design lenses to Play-test prototype #C
- Homework (see Brightspace)
Mid-term Study Break
Session 8 Emotion and Emergence
- Invited guest podcast interview - Name - Theme
- Emotion in Games. Systems and Emergence
- Select the design to develop further (the poster + video + prototype + essay)
- Game Café (The Darkside Detective)
- Homework (see Brightspace)
Session 9 Game Experience and Meta: Spectator or Player
- Invited guest podcast interview - Name - Theme
- Communicating ideas, pitching
- Work-in-progress CRIT
- Game Café (Among Us)
- Homework (see Brightspace)
Session 10 The Pipeline from Concept to Market
- Invited guest podcast interview - Name - Theme
- Organising game production - the game dev lifecycle
- Work-in-progress CRIT
- Game Café (TBD)
- Homework (see Brightspace)
Session 11 Development workshop
- Invited guest podcast interview - Name - Theme
- Designing for uncertainty and surprise.
- Work-in-progress CRIT
- Homework (see Brightspace) - End of week post your Design Prototype, Design Brief Poster and the Design Brief Video (a 4-minute presentation)
Session 12 Final CRIT
- Judging CRIT: Panel feedback on poster + video + prototype
- End of week post your Research Essay
- End of study week post your Personal learning reflection; a 1-page report