OU TCOM 486 Game Development
International Game Developers Association
Full name: Digital Game Design
| Games Education |
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| Course |
Contents |
Teachers
Instructors
Course Background Information
Location
Ohio University
Classification
Primary classification: Conceptual Game Design
Secondary classification: Play Mechanics, Generating new ideas for the development and evaluation of games, Abstract design elements
Student background needed
This is an introductory course in Game Design. No background is required other than an interest in learning about Game Design.
Course prerequisites
None
Time periods
- Taught in Spring 2007, over 10 weeks.
- Class meets twice per week, two hours per class.
Course Structure
Course description
An introduction to the conceptual and theoretical foundations of the field of game design.
Course learning objectives
By the end of this course, students should be familiar with the (relatively small) body of work that is accepted in the game industry as the theoretical foundation of game design.
Students will also be comfortable enough in processes to start designing their own games, as well as critically analyzing other people’s games.
Week by week topics
Week 1: Course introduction. Overview of Games and Game Design. Importance of developing a critical vocabulary.
Week 2: Formal elements of games. Game Mechanics.
Week 3: Game Dynamics. Types of Fun. Types of Players.
Week 4: Game Aesthetics. Dramatic elements in Games.
Week 5: Nonlinear storytelling. Midterm exam.
Week 6: Overview of the iterative process. Idea generation and Brainstorming.
Week 7: Paper prototyping.
Week 8: Playtesting.
Week 9: Tuning and Game Balance.
Week 10: Special game balance techniques. Review of the course. Areas for further study.
Course Materials & Facilities Used
Books
Required text: Game Design Workshop (Fullerton, Swain & Hoffman)
Suggested additional reading: A Theory of Fun for Game Design (Koster) Understanding Comics (McCloud)
Other materials
Online readings:
Understanding Games: http://kongregate.com/games/pixelate/understanding-games-episode-1 http://kongregate.com/games/pixelate/understanding-games-episode-2 http://kongregate.com/games/pixelate/understanding-games-episode-3
I Have No Words and I Must Design: http://www.costik.com/nowords.html
Formal Abstract Design Tools: http://www.gamasutra.com/features/19990716/design_tools_01.htm
MDA Framework: http://www.cs.northwestern.edu/~hunicke/MDA.pdf
Natural Funativity: http://www.gamasutra.com/features/20041110/falstein_01.shtml
Clubs, Diamonds, Hearts, Spades: Players who Suit MUDs: http://www.mud.co.uk/richard/hcds.htm
What Every Game Developer Needs to Know about Story: http://www.gamasutra.com/features/20050727/sutherland_01.shtml
Into the Woods: a Practical Guide to the Hero’s Journey: http://www.gamasutra.com/features/20050617/bates_01.shtml
A Point of View: http://www.theinspiracy.com/ArPOV.htm
Syllabus
(link to an uploaded syllabus file or external storage location)
Assessment materials
Undergraduates had ten homework assignments, all from the text:
- Exercise 2.1
- Exercise 2.9
- Exercises 3.5 and 3.7
- Exercises 5.6 and 5.7
- Exercise 4.1
- Exercise 6.2
- Exercises 6.8 and 6.9
- Exercise 7.9
- Exercises 9.1 and 9.2
- Exercise 9.3
In addition there was a midterm and a final exam. That is all of the graded material.
Graduate students had some additional exercises (3.2, 3.13, 8.1, 8.2, 8.8, 9.4, 9.5, 9.12). In place of a midterm and final exam, there was a paper and a project. The paper involves researching in-depth one famous game designer and reporting on their personal approach to game design, similarities between their games and likely influences from their life on their designs, and changing trends in their games over time. The project, mostly driven by the latter half of the exercises, is a paper prototype for a digital game, taken through a rigorous iterative playtesting process.
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
