General information


Subject type: Mandatory

Coordinator: Adso Fernández Baena

Trimester: First term

Credits: 4

Teaching staff: 

Pau Sánchez Jiménez

Teaching languages


L'assignatura s'imparteix en català/castellà, però tant les aportacions a classe com els treballs es poden fer en català o en castellà.

The materials can be provided in Catalan as well as in Spanish or English.

Skills


Specific skills
  • E1. Demonstrate knowledge of the history of video games and analyze the reference video games with arguments based on evaluation criteria contextualized in the historical and cultural framework.

  • E2. Design the mechanics, rules, structure and narrative of video games following the criteria of gameplay and balance to provide the best possible gaming experience.

  • E3. Identify the type of player and design the game experience according to its psychological characteristics.

  • E5. Write the specifications of a game and communicate them effectively to the team of artists and developers and other members involved in the creation and development of the game.

General competencies
  • G1. Demonstrate having and understanding advanced knowledge of their area of ​​study that includes the theoretical, practical and methodological aspects, with a level of depth that reaches the forefront of knowledge.

  • G3. Gather and interpret relevant data (usually within their area of ​​study) to make judgments that include reflection on relevant social, scientific, or ethical issues.

  • G4. Communicate information, ideas, problems and solutions to a specialized and non-specialized audience.

Transversal competences
  • T2. Work as a member of an interdisciplinary team either as an additional member or performing management tasks in order to contribute to developing projects with pragmatism and a sense of responsibility, making commitments and taking into account available resources.

Description


The subject Game Design I is the way for the student to enter the role of game designer. The contents are aimed at broadening the student's creative horizon in order to begin to properly and professionally document the ideas that will later become a game. To gain knowledge the subject is assessed with individual and group work and a written exam.

Learning outcomes


At the end of the course, the student will be able to:

  • E1.6 Evaluate the strengths and weaknesses of a video game in a reasoned and exemplary way.
  • E2.1 Design game mechanics and rules that as a whole are called gameplay.
  • E3.1 Describe the type of player for whom the game is designed.
  • E5.1 Write and maintain the set of documents that is fully known as "Game design document GDD".
  • E5.2. Communicate efficiently to the team of artists and developers and other members the specifications of the project, starting from the GDD.

Working methodology


The subject uses the following work methodologies:

Master class, Case study, Question-based learning and Small group laboratory
 

Contents



Topic 1. Video game genres

1.1. Genres: concepts and central elements

1.2. Proposed taxonomies

1.3. Genres and types of players

Topic 2. Design and documentation of video games

1.1. The video game design process

1.2. The Game Concept and the Game Proposal

1.3. The Game Design Document

1.4. Other relevant design documents

1.5. Oral presentation of documentation

Topic 3. Game mechanics according to genres (I): Platforms

3.1. Historical evolution of the genre from the perspective of design

3.2. Central mechanics of the genre

3.3. Case study

Topic 4. Game mechanics according to genres (II): Role

4.1. Historical evolution of the genre from the perspective of design

4.2. Central mechanics of the genre

4.3. Case study

Topic 5. Game mechanics according to genres (III): Strategy and Simulation

5.1. Historical evolution of the genre from the perspective of design

5.2. Central mechanics of the genre

5.3. Case study

Learning activities


With the aim of collecting evidence of the achievement of the expected learning outcomes, the following activities of an evaluative nature will be carried out (related to all the common competences):

 

A1. Laboratory exercises (I): Game Proposal of a Platform game (Evidence of learning outcome E5.1 and E5.2)

In pairs, the students will make several documents and presentations in front of their classmates and teacher in which they describe a project designed by all of them following the industry standard format.

 

A2. Laboratory practices (II): Game Proposal of a role-playing game (Evidence of learning outcome E5.1 and E5.2)

In pairs, the students will make several documents and presentations in front of their classmates and teacher in which they describe a project designed by all of them following the industry standard format.

 

A3. Individual work: Creation of a Game Design Document (Evidence of learning outcome E1.6, E2.1, E3.1 and E5.1)

Students, individually, must develop a Game Design Document based on one of the Game Proposals made in activities A1 and A2.

 

A4. Final Exam  (Evidence of all learning outcomes)

General criteria of the activities:

  • The teacher will present a statement for each activity and the evaluation criteria.
  • The teacher will inform of the dates and format of the delivery of the activity.

Evaluation system


Each student's grade will be calculated based on the following percentages:

  • A1: 15%
  • A2: 15%
  • A3: 40%
  • A4: 30%

Final grade = A1 0,15 + A2 0,15 + A3 0,4 + A4 0,3

Considerations:

  • You must obtain a grade above 5 in the final exam (A4) to pass the subject.
  • An activity not delivered or delivered late and without justification (court summons or medical matter) counts as a 0.
  • It is the student's responsibility to avoid plagiarism in all its forms. In the case of detecting plagiarism, regardless of its extent, in some activity it will correspond to having a grade of 0. In addition, the teacher will communicate the situation to the Management so that applicable measures can be taken in terms of disciplinary regime.

Recovery:

  • You must obtain a grade higher than 5 in the resit exam to pass the course.
  • The recovery will use the same system as the ordinary call, with A3 being the grade for the recovery exam. In this case, the practices cannot be recovered and it is also necessary to obtain a grade above 5 in the recovery exam to pass the subject.

REFERENCES


Basic

Ernest Adams & Joris Dormans (2012), Game Mechanics, Advanced game design.
Berkeley: New Riders Games.

Jesse Schell (2011), The Art of Game Design: A Book of Lenses. Amsterdam:
Elsevier / Morgan Kaufmann.

Wesley Addison (2006), Level Design for Games: Creating Compelling
Experience. Berkeley: New Riders Games.

Katie Salen (2005), The Game Design Reader. A Rules of Play Anthology.
Massachusetts: The MIT Press.

Katie Salen (2003), Rules of Play: Game Design Fundamentals. Massachusetts: The MIT Press.

Scott Rogers, Level Up !: The Guide to Great Video Game Design, Wiley; 2nd edition (April 28, 2014)

Tracy Fullerton, Game Design Workshop: A Playcentric Approach to Creating Innovative Games, Third Edition, AK Peters / CRC Press; 3rd edition (March 5, 2014). 

Anna Anthropy & Naome Clark (2014), A Game Design vocabulary. Boston:
Addison-Wesley.

Complementary

Brenda Brathwaite and Ian Schreiber, Challenges for Game Designers, Cengage Learning; 1 edition (August 21, 2008)