Tuesday, 20 March 2012

http://www.happyhopper.org/
COMP1251 Introduction to Game Design & Development
Estimated Timeline
Semester 2, 2011-12
Module Leader:
Oran Devilly
Verified by:
Dr. Hubert Shum
Electronic copy available:
Blackboard Learning System

1          Project Production Milestones

Stage 1: pitch milestone

·        Milestone date: 02nd Mar
·        Milestone deliverables: project pitch presentation; electronic copy of project presentation.
·        Indicative milestone weight: 10%

Stage 2: pre-production milestone

·        Milestone date: 30th Mar
·        Milestone deliverables: 1) project presentation; 2) project documentation.
·        Indicative milestone weight: 10%.

Stage 3: production milestone

·        Milestone date: 27th Apr
·        Milestone deliverables: 1) project presentation; 2) updated project documentation; 3) project prototype, “beta” version.
·        Indicative assessment weight: 30%.

Stage 4: post-production milestone

·        Milestone date: 04th May
·        Milestone deliverables: 1) final project documentation; 3) project prototype, “gold” version.
·        Indicative milestone weight: 10%.
Students failing to attend a milestone presentation session without the module leader’s permission will receive 0% of the respective milestone mark.
Detailed requirements regarding the contents and organisation of each milestone deliverable will be provided through a brief published on the university VLE (Blackboard) in due time. You will be notified of the publication during the module sessions and via the University VLE messaging systems.

1.1         Individual learning journal

The learning journal entries will be worth 40% of the final mark.
The entries shall be delivered according to the following plan:

Journal Entry #01 – Case Study

·        Submission date: 09th Mar

Journal Entry #02 – Pre-production Journal

·        Submission date: 13th Apr

Journal Entry #03 – Production Journal

·        Submission date: 27th Apr

Journal Entry #04 – Post-production Journal

·        Submission date: 04th May

2          Submission Plan



Date
Project
 Journal
Blackboard dropbox
2011
03 Feb



10 Feb



17 Feb



24 Feb



02 Mar
Pitch Milestone Deliverables

Project pitch.
09 Mar

Journal Entry #01: Case Study
Journal #01 - Case Study
16 Mar



23 Mar



30 Mar
 Pre-production Milestone Deliverables

 Project pre-production
6 Apr



16 Apr

Journal Entry #02: Pre-production Journal
Journal #02 - Pre-production
20 Apr



27 Apr
Production Milestone Deliverables
 Journal Entry #03: Production Journal
Project Production / Journal #03 - Production
04 May
Post-production Milestone Deliverables
Journal Entry  #04: Post-production Journal
Project Post-Production / Journal #03 - Production
11 May



18 May







COMP1251

Introduction to Game Design and Development

Module Outline
Semester 2 2011/12
Module Tutors:
Oran Z. Devilly
Dr. Hubert Shum 
Contact details:

Academic Liaison Librarian:
Time:
Stephanie Allen (s.allen@worc.ac.uk0
Venue:
A - 11:15 – 12:15 CHG009
A - 12:15 – 14:15 CH1007C
B - 17:45 – 18:45 RBG008
B - 17:45 – 9:15 CH1007B/C
Verified by:
Dr. Hubert Shum
Electronic copy available:
Blackboard Learning System

ABOUT THE MODULE

What is the aim of this module?
Creating successful games is a multidisciplinary challenge requiring technical competences as much as a thorough understanding of game play theories and players. This module starts a learning journey aimed at acquiring academic, technical and creative skills required to design and develop quality games. Students will be introduced to principles and practices for the analysis of games and players, and for the design and rapid prototyping of games. Students will also develop important transferable skills such as modelling, problem-solving and systems thinking, key to enhancing employability in all technical and creative domains of the computing industry.

This module introduces students to game analysis, design, development and prototyping principles and practices. A trans-disciplinary, problem-based iterative approach will allow students to span across the domains of game analysis, design, engineering, business and production. The module will develop introductory technical and creative skills required for designing and rapid prototyping games, alongside key transferable skills such as modelling, systems thinking and problem-solving, thus enhancing student employability.

What will I be able to do when I have passed this module?
The intended learning outcomes of this module are to:
1.         Analyse the impact and relevance of the video game industry for the contemporary society
2.         Explore basic models for digital game systems, and apply them to analyse simple game products
3.         Analyse the core characteristics of the target market for a specific game product
4.         Design and prototype a product, from scratch or as an evolution of existing games


How will this module enhance my future employability?
This module will enable you to develop and enhance the following which are highly sought by employers –

1. Application of relevant knowledge; 
2. Research and problem solving; 
3. Critical Analysis;
4. Communication; 
5. Self-management; 
6. Interpersonal Skills; 
7. Team Working; 
8. Self-awareness; 
9. Use of IT.


How is this module assessed?
The assessment for this module is based on a Game Design Portfolio, comprising a team project and a related individual learning journal (see assessment overview below).

Assessment
Weighting
Learning outcomes assessed
Submission date
Assignment 1

100%
1, 2, 3, 4
Friday, May 4th 2012


Indicative Schedule
UMS Wk
w/c
Lecture
Seminar
Activities

1
30 Jan
1)       Introduction: presentation of the module.
2)       The relevance of video games in contemporary society.
Game analysis: basic case study, focusing on toys, the play experience, and possible reasons of success.

2
06 Feb
What is a game? Play, games and toys: fundamentals.
1)       Game analysis: case studies, focusing on the play experience and the anatomy of the game.
2)       Game enhancement: design of modifications to enhance the analysed games.


3
13 Feb
1)       The game design process at a glance.
2)       Evolutionary game design: an introduction
Evolutionary game design workshop:
1) Evolutionary design workshop: hybridization of games through evolutionary game design.
2) Game production workshop: formal specification of gameplay, goals & rules.
3) Game analysis workshop: formal specification of gameplay, goals & rules.

4
20 Feb
No lecture
No lecture
Project pitch group work
5
27 Feb
No lecture
No lecture
Project pitch milestone submission, presentation and assessment
6
5 Mar
Employability and Achievement Week: Project Pre-Production
7
12 Mar
1)       What’s in the box? Anatomy of a game system
Breaking down the gameplay components into tasks, activities and goals
Project Pitch Revision and Pre-Production Milestone Workshop
8
19 Mar
1)       What makes a good game? Quality in games: key determinants and core principles.
2)       The focus on the player: game genres, market trends and other determinants of players’ preferences.
1) Game analysis workshop: applying quality criteria to guide hybridization of games through evolutionary game design.
2) Game analysis workshop: peer-review of game design.
3) Game production workshop: formal specification of game artefacts, and enhancement of gameplay, goals & rules.

9
26 Mar
No lecture
No Lecture
Project pre-production milestone and submission, presentation and assessment
-
2 Apr
Easter Vacation
-
9 Apr
10
16 Apr
Foundations of game-based learning
Game production workshop: refinement of game design specification for production.
pre-production review and revision
11
22 Apr
No lecture
No lecture
Project Production milestone submission, presentation and assessment
12
30 Apr
No lecture
No lecture
Project post-production milestone
13
07 May
Assessment Week


14
14 May
Assessment and Formal Examination Week

Specific support for your assignments is also via Blackboard

What reading should I do for this module?
o         Set Text -  There is no set text for this module, since no single book covers all of the topics in this module.  Students will be directed towards supporting material appropriate to the subject matter and their particular area of interest.
o        Essential reading
Ø      Oxland, K. (2004) Gameplay and Design. Addison Wesley.
Ø      Salen, K. & Zimmerman, E. (2003) Rules of Play: Game Design Fundamentals. MIT Press.
Ø      Schell, J. (2008) The Art of Game Design: a Book of Lenses. Morgan Kaufmann.
Ø      Adams, E. (2000) Casual vs. Core. Available online at: http://www.gamasutra.com/view/feature/3120/casual_versus_core.php (accessed 09/09/2010).
Ø      Cook, D. (2002) Evolutionary Design - A practical process for creating great game designs. Available online at: http://www.lostgarden.com/evolutionary_game_design.htm (accessed 09/09/2010).
Ø      Cook, D. (2006) What are game mechanics? Available online at: http://www.lostgarden.com/2006/10/what-are-game-mechanics.html (accessed 09/09/2010).
Ø       Fabricatore, C., Nussbaum, M. and Rosas, R. (2002) ‘Playability in Action Videogames: A Qualitative Design Model’. Human-Computer Interaction, vol. 17 (4), pp. 311-368.)

o        Further reading
Ø      Brathawaite, B. & Schrieber, I. (2009) Challenges for Game Designers. Course Technology.
Ø      Crawford, C. (1984) The Art of Computer Game Design. Osborne/McGraw-Hill, Berkley. Available online at: http://directory.vancouver.wsu.edu/people/sue-peabody/art-computer-game-design (accessed 09/09/2010).
Ø      Ferguson (2009). Computer & Video Game Design (Ferguson's Careers in Focus). Ferguson.
Ø      Koster, R. (2005) A theory of Fun for Game Design. Paraglyph Press.
Ø      McGuire, S. (2008) Creating Games: Mechanics, Content, and Technology. A K Peters.
Ø      Miles, R. (2011) XNA Game Studio 4.0. Learn Programming Now! Microsoft Press.
Ø      Crawford, C. (2000) ‘Evolutionary Game Design’. The Journal of Computer Game Design, vol. 8.
Ø      Electronic Entertainment Industry (2009). 2009 Sales, Demographics and Usage Data. Essential Facts about the Computer and Video Game Industry. Available online at: http://www.theesa.com/facts/pdfs/ESA_EF_2009.pdf (accessed 09/09/2010).





Professional Code of Practice and Conduct
In order to enhance your future employability as well as the quality of your learning experience, this module seeks to encourage professional behaviour in class, which echoes professional standards in the workplace.  Full details of the School’s Professional Code of Practice and Conduct can be found in the Business School folder on Blackboard

Sustainability
The University of Worcester is committed to following a complete carbon management programme and reducing its carbon footprint.  You are asked to respect this and are encouraged to recycle and minimise the use of disposable items.  We aim to reduce paper output and therefore module resources will, where possible, be available in electronic format only.

FREQUENTLY ASKED QUESTIONS

Q: How do I contact the module tutors?
A:  The module tutor(s) will be more than happy to answer questions about learning and assignments.  The most appropriate method to contact the module tutor(s) is to email the module leader rather than individual tutors directly.

Q:  How will this module be taught?
A:
Most class sessions will consist of a range of tutor and student inputs and demonstrations, followed by a workshop.  These may include: group discussions, presentations, practical activities, reflective summaries, peer and tutor feedback.  In addition, use of the Blackboard Learning System will enable discussion outside the formal class hours and also form a repository for all module materials.  You will be expected to practice the skills learned and participate in private research between the formal sessions. There will be tutorial sessions where guidance can be sought.

Q:  What equal opportunities arrangements are available?
A:  If you have any particular or additional learning needs, please feel free to speak with the module tutors, who will be pleased to help you.  University of Worcester is committed to ensuring that disabled people, including those with learning difficulties, are treated fairly.  If you are a disabled person, please ensure that we know what you need so that we can make the necessary reasonable adjustments to help you succeed.  Should you have any disability or condition that the tutor should know about, tutors will make every effort to accommodate any particular needs, so long as they are made aware of them.

Q:  Why is it important to attend ALL sessions for this module? 
A:  Attendance and participation are essential elements of ‘being a student’ and there is a very high correlation between high levels of participation and achievement, consequently, the following requirements operate. 
  • You are expected to attend and participate in every session.
  • An attendance register will be taken at each session
  • If you cannot attend for any genuine reason (e.g. illness) you are expected to e-mail the module tutor
  • Persistent non-attendance will require an explanation, in person, initially with the module tutor.

Q:  What will I be expect to do for this module?
A:  In addition to the formal contact hours you will be expected to engage in approximately seven hours of independent study each week for this module. This is an essential part of your degree. In this module this will typically involve:
  • Reading for lectures, case study work, reading for seminars, or other activities set by the tutors
  • You must do any pre-set work for seminars – if you do not do this you may be excluded from the seminar which will then count as a non-attendance
  • You should include time to produce your assignments including - planning, drafting, consulting with your tutors or other students (if a group assignment), writing-up/production, confirming sources and references (to avoid any possibility of plagiarism), checking and finalising your work for submission.
  • It is essential, therefore, that you plan time in your weekly schedule for independent academic study and assignment preparation.

Q:  What advice do you have about how to write, reference and present my work in order to obtain the best possible grade?
A:  You will be graded on the quality of your writing as well as the content. This will include
  • The ability to present your material in an appropriate format (report, essay etc)
  • The ability to present your work in grammatically correct English (sentences, paragraphs, apostrophes etc)
  • The correct use of references based on the Harvard system – see guide available at http://www.worc.ac.uk/ils/documents/Harvard_referencing.pdf .   A hard copy of this guide is available in the Library.
Poor English and referencing can lose you up to two grade points per assignment (this will not apply to students having support from the Disability & Dyslexia Service).

Help with academic writing is available to all students from the Writer in Residence (see Blackboard for details).  International Students can also contact the Language Centre (see http://www.worc.ac.uk/departments/10315.html )

You will also find helpful guidance from attending the Study Skills Workshops or accessing the Study Skills Advice Sheets (including on referencing)  - see http://www.worcester.ac.uk/studyskills/  


Q:  Why is it important to reference?
A:  It is important that work you submit is entirely your own.  This is why you must clearly identify all sources, including the internet, and communicate your thoughts in your own words/diagrams/images rather than reproducing the material of others.  Failure to do so may lead to an allegation of cheating.  The use of online collaborative encyclopædias such as Wikipedia is not acceptable.

Q:  What resources are available to support this module?
A:  The range of sources include:
·         The Blackboard Learning System – You will find two folders which should be checked regularly:
o        A Module Folder where you can access all module materials and view any announcements from module tutors.
o        The Business School Folder containing course information and ILS One Stop where you will find resources and guidance on how to use them
·         Software – Students are free to explore any game authoring tool and other medium in order to produce a prototype for their game design
·         Library Resources - The University of Worcester’s Library resources provide you with free access to unique, full text, quality content that you will not find through a freely available search engine, such as Google.   It is important that you access these resources and read them critically, so that you are informed about, and can debate, key academic arguments.  Used wisely and appropriately, Library resources, both print and electronic, will enhance your learning and help you improve your results. Make sure you use them!  

Q:  Why is it important that I hand my work in on time?
A:  It is essential that you submit your work, in order to be able to pass the module.  Work which is submitted late will be subject to grade penalties:
·         Late but within 5 days of the due date - the grade will be capped at the minimum pass grade (unless a claim of mitigating circumstances is made and upheld).
·         Later than 5 days but within 14 days of the due date - work will not be marked unless a claim of mitigating circumstances is made and upheld
·         Non-submission of work– will result in the overall module being failed.  You will not be permitted a reassessment opportunity and will be required to retake the module (with attendance and incurring a fee)

Q:  How will I get feedback about my work?
A:  You will receive feedback throughout the module via blackboard and formative assessmentMarks and comments on your coursework assignments are normally provided within 20 working days of hand-in date.  It is vitally important that you access this feedback in order to optimise your learning. 

Q: How can I communicate my views about the module?
A:  You can do this in a number of ways.  During each module you will be asked to give your opinion on how the module is going.  You will also be asked to complete a survey at the end of each module.  The results of these will influence how the module is run and suggestions, as well as praise, are always welcomed. 
There will also be a Course Management Committee meeting each semester including student representatives, teaching staff, and Information and Learning Services (ILS) advisers.   The purpose of the meeting is to discuss issues related to the course and receive comments from students.  The minutes are posted on Blackboard. 

Q:  Where can I find Student Handbooks?
A:  The most useful handbook is your Course Handbook to which you can link directly from your SOLE page.  Other handbooks which you may find useful include: 
·         The University Student Handbook (via SOLE)
·         The Overseas Exchange Handbook (via SOLE)
·         The International Student Handbook (via SOLE)