NUS NM4209 Game Design II
International Game Developers Association
Full name:
| Games Education |
|---|
| |
| Course |
Contents |
Teachers
Instructors
- Alex Mitchell
- Kevin McGee
Guest speakers
- Name of guest here
Course Background Information
Location
Communications and New Media Programme, Faculty of Arts and Social Sciences, National University of Singapore, http://www.fas.nus.edu.sg/cnm
Classification
See: Areas for classifing for your course.
Primary classification:
- Game criticism
- Experience of play
- Conceptual game design
Secondary classification:
- Practical game design
- Game programming
Student background needed
Talk about what educational background students need, if any
Course prerequisites
Time periods
Offered in semester 1 each year; 3 hours of seminar/week
Course Structure
Course description
Building on the concepts covered in NM3216 Game Design I, this module looks in detail at the issues involved in designing and developing computer games. Students will be exposed to the latest academic research in the areas of game design theory and critical game studies. Students will also gain hands-on experience with game design, development and project management through project-based learning, which will expose them to the various skills and responsibilities required within a commercial game development project.
Course learning objectives
The aim of this module is to expose students to the latest academic research in the areas of game design theory and critical game studies. Students will also gain hands-on experience with game design, development and project management through project-based learning.
Upon completion of this module, students will
- Have an understanding of the areas of games and gameplay which academics and game researchers are currently investigating, and be aware of the latest issues and theories;
- Be exposed to the various skills and responsibilities required within a game development project;
- Understand how to work effectively within a multidisciplinary game project team;
- Understand game project management and the game development pipeline; and
- Understand game development in the local and global context.
Week by week topics
Week 1: Introduction
Topics
- Introduction to module and discussion of goals and expectations
Readings
No readings
Week 2: The Game Industry
Topics
- Structure of the game industry, the game studio and the game team; Publishers, contracts, IP; The state of the local game industry; Issues: Quality of life, outsourcing and globalization
Readings
- Fullerton, Swain and Hoffman, “Chapter 12: Team Structuresâ€, in Game Design Workshop: Designing, Prototyping and Playtesting Games, CMP Books, 2004, p. 318-346.
- Fullerton, Swain and Hoffman, “Chapter 15: Understanding the Game Industryâ€, in Game Design Workshop: Designing, Prototyping and Playtesting Games, CMP Books, 2004, p. 389-415.
Week 3: Innovation and styles of play
Topics
- Concept development, games and innovation, brainstorming and idea generation
Readings
- Costikyan, Greg, “Game Styles, Innovation, and New Audiences: An Historical Viewâ€, in Proceedings of DiGRA 2005 Conference: Changing Views – Worlds in Play, http://www.gamesconference.org/digra2005/viewabstract.php?id=6, accessed 19 July 2006.
- DeKoven, B., “Changing the Gameâ€, in The Game Design Reader: A Rules of Play Anthology, Katie Salen and Eric Zimmerman, eds., MIT Press, 2005, p. 518-537.
Week 4: From idea to design
Topics
- Going from idea to detailed design, the game design document, introduction to Gamemaker
Readings
- Fullerton, Swain and Hoffman, “Chapter 14: The Design Documentâ€, in Game Design Workshop: Designing, Prototyping and Playtesting Games, CMP Books, 2004, p. 370-388.
- Ryan, Tim, “The Anatomy of a Design Document, Part 1: Documentation Guidelines for the Game Concept and Proposalâ€, in Gamasutra, 19 October 1999, http://www.gamasutra.com/features/19991019/ryan_01.htm, accessed 20 July 2006.
- Ryan, Tim, “The Anatomy of a Design Document, Part 2: Documentation Guidelines for Functional and Technical Specificationsâ€, in Gamasutra, 17 December 1999, http://www.gamasutra.com/features/19991217/ryan_01.htm, accessed 6 September 2006.
Week 5: Process and Project Management
Topics
- Game dev process, team management, scheduling and costing, asset management, automation and versioning, deadlines and crunchtime
Readings
- Fullerton, Swain and Hoffman, “Chapter 13: Stages of Developmentâ€, in Game Design Workshop: Designing, Prototyping and Playtesting Games, CMP Books, 2004, p. 347-369.
Note: from week 6 onwards, students lead discussions of research papers
Week 6: Approaches to game design
Topics
- Design patterns, dramatic gameplay, player-created content, case studies
Readings (for research paper)
- Bjork and Holpainen, “Game and Design Patternsâ€, in The Game Design Reader: A Rules of Play Anthology, Katie Salen and Eric Zimmerman, eds., MIT Press, 2005, p. 410-437.
- LeBlanc , M., “Tools for Creating Dramatic Game Dynamicsâ€, in The Game Design Reader: A Rules of Play Anthology, Katie Salen and Eric Zimmerman, eds., MIT Press, 2005, p. 438-459.
- Robinett, Warren, “Adventure as a Video Game: Adventure for the Atari 2600â€, in The Game Design Reader: A Rules of Play Anthology, Katie Salen and Eric Zimmerman, eds., MIT Press, 2005, p. 690-713.
- Garfield , Richard, “The Design Evolution of Magic: The Gatheringâ€, in The Game Design Reader: A Rules of Play Anthology, Katie Salen and Eric Zimmerman, eds., MIT Press, 2005, p. 538-555.
Week 7: Studying games
Topics
- Playing research, classifications, critical approaches
Readings (for research paper)
- Aarseth, Espen, “Playing Research: Methodological approaches to game analysisâ€, in Proceedings of the 5th International Digital Arts and Culture Conference, http://hypertext.rmit.edu.au/dac/papers/Aarseth.pdf, accessed 19 July 2006.
- Walther, Bo Kampmann, “Playing and Gaming: Reflections and classificationsâ€, in Game Studies Vol 3 Issue 1, http://www.gamestudies.org/0301/walther/, accessed 19 July 2006.
- Wolf, Mark J.P., “Genre and the video gameâ€, in Handbook of Computer Game Studies, Joost Raessens and Jeffrey Goldstein, eds, MIT Press, 2005, p. 193-204.
- Zagal, José P., Mateas, Michael, Fernández-Vara, Clara , Hochhalter, Brian and Lichti, Nolan, “Towards an Ontological Language for Game Analysisâ€, in Proceedings of DiGRA 2005 Conference: Changing Views – Worlds in Play, http://www-static.cc.gatech.edu/~jp/Papers/OntologyDIGRA2005.pdf, accessed 19 July 2006.
Week 8: Game analysis
Topics
- Genre, experience and critical approaches
Readings (for research paper)
- Rouse III, Richard, “Game Analysis: Centipedeâ€, in The Game Design Reader: A Rules of Play Anthology, Katie Salen and Eric Zimmerman, eds., MIT Press, 2005, p. 460-473.
- Gingold, Chaim, “What WarioWare can teach us about Game Designâ€, in Game Studies Vol 5 Issue 1, Oct 2005, http://www.gamestudies.org/0501/gingold/, accessed 19 July 2006.
- Sudnow, David, “Eyeball and Cathexisâ€, in The Game Design Reader: A Rules of Play Anthology, Katie Salen and Eric Zimmerman, eds., MIT Press, 2005, p. 558-577.
- Crogan, Patrick, “Playing Through: the Future of Alternative and Critical Game Projectsâ€, in Proceedings of DiGRA 2005 Conference: Changing Views – Worlds in Play, http://www.gamesconference.org/digra2005/viewabstract.php?id=57, accessed 19 July 2006.
Week 9: Serious games?
Topics
- Games and learning, simulation, meaning and rhetoric
Readings (for research paper)
- Prensky, Marc, “Computer Games and Learning: Digital Game-Based Learningâ€, in Handbook of Computer Game Studies, Joost Raessens and Jeffrey Goldstein, eds, MIT Press, 2005, p. 97-122.
- Uricchio, William, “Simulation, History and Computer Gamesâ€, in Handbook of Computer Game Studies, Joost Raessens and Jeffrey Goldstein, eds, MIT Press, 2005, p. 327-338.
- Gee, James Paul, “Semiotic Domains: Is Playing Video Games a ‘Waste of Time?’†, in The Game Design Reader: A Rules of Play Anthology, Katie Salen and Eric Zimmerman, eds., MIT Press, 2005, p. 229-267.
- Losh, Elizabeth, "In Country with Tactical Iraqi: Trust, Identity, and Language Learning in a Military Video Game," in Proceedings of the 6th Digital Arts and Culture Conference, University of Copenhagen, 2005, p. 69-78, http://eee.uci.edu/faculty/losh/virtualpolitik/DAC2005.pdf, accessed 20 July 2006.
Week 10: Narrative and the Player's Experience
Topics
- Interaction, play, narrative and framing of the game experience
Readings (for research paper)
- Eskelinen, Markku, “The Gaming Situationâ€, in Game Studies Vol 1 Issue 1, July 2001, http://www.gamestudies.org/0101/eskelinen/, accessed 19 July 2006.
- Mateas, Michael, and Stern, Andrew, “Interaction and Narrativeâ€, in The Game Design Reader: A Rules of Play Anthology, Katie Salen and Eric Zimmerman, eds., MIT Press, 2005, p. 642-669.
- Ryan, Marie-Laure, “Peeling the Onion: Layers of Interactivity in Digital Narrative Textsâ€, http://lamar.colostate.edu/~pwryan/onion.htm, accessed 18 July 2006.
- Fine, Gary Alan, “Frames and Gamesâ€, in The Game Design Reader: A Rules of Play Anthology, Katie Salen and Eric Zimmerman, eds., MIT Press, 2005, p. 578-601.
Week 11: Identity and Participation
Topics
- Identity formation, games as evocative objects, games as participatory culture
Readings (for research paper)
- de Mul, Jos, “The game of life: narrative and ludic identity formation in computer gamesâ€, in Handbook of Computer Game Studies, Joost Raessens and Jeffrey Goldstein, eds, MIT Press, 2005, p. 251-266.
- Turkle, Sherry, “Computer games as evocative objects: from projective screens to relational artifactsâ€, in Handbook of Computer Game Studies, Joost Raessens and Jeffrey Goldstein, eds, MIT Press, 2005, p. 267-282.
- Tan, R.K.C., Todorovic, V., Cheok, A.D., Teh, J.K.S., Lee, S.P. and Andrejin, G. "Metazoa Ludens: Playing games with pets", in Proceedings of SIGGRAPH 2006.
- Huisman, Jan-Willem, and Marckmann, Hanne, “I am what I play: participation and reality as content†, in Handbook of Computer Game Studies, Joost Raessens and Jeffrey Goldstein, eds, MIT Press, 2005, p. 389-404.
Week 12: MMOGs and beyond
Topics
- Online and multiplayer games, virtual economies, TING, big games
Readings (for research paper)
- Farmer and Morningstar, “The Lessons of Lucasfilm’s Habitatâ€, in The Game Design Reader: A Rules of Play Anthology, Katie Salen and Eric Zimmerman, eds., MIT Press, 2005, p. 728-753.
- Castronova, “Virtual Worlds: A First-Hand Account of Market and Society on the Cyberian Frontierâ€, in The Game Design Reader: A Rules of Play Anthology, Katie Salen and Eric Zimmerman, eds., MIT Press, 2005, p. 814-863.
- McGonigal, Jane, “The Puppetmaster Problem: Design for Real-World, Mission-Based Gamingâ€, , to appear in Second Person, Noah Wardrip-Fruin and Pat Harrigan, eds., MIT Press, 2006, http://avantgame.com/McGonigal_THE-PUPPET-MASTER-PROBLEM_MITpress.pdf, accessed 19 July 2006.
- Benford, S., Crabtree, A., Flintham, M., Drozd, A., Anastasi, R., Paxton, M., Tandavanitj, N., Adams, M. and Row Farr, J. (2005) Can You See Me Now? To appear in ACM Transactions on Computer-Human Interaction, ACM Press, http://www.mrl.nott.ac.uk/~axc/documents/ToCHI_2005.pdf, accessed 20 July 2006.
Week 13: Project presentations
Readings
No readings.
Course Materials & Facilities Used
Books
- Handbook of computer game studies, Joost Raessens and Jeffrey Goldstein
- The Game design reader : a rules of play anthology, Katie Salen and Eric Zimmerman
- Game design workshop : designing, prototyping, and playtesting games, Tracy Fullerton, Christopher Swain, Steven Hoffman
Analysis of learning methods
What worked
Please discuss what techniques worked well
What didn't work
Please discuss what techniques didn’t work as well as you had hoped
