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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.
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.
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.
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.
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.
At the end of the course, the student will be able to:
The subject uses the following work methodologies:
Master class, Case study, Question-based learning and Small group laboratory
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
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:
Each student's grade will be calculated based on the following percentages:
Final grade = A1 0,15 + A2 0,15 + A3 0,4 + A4 0,3
Considerations:
Recovery:
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.
Brenda Brathwaite and Ian Schreiber, Challenges for Game Designers, Cengage Learning; 1 edition (August 21, 2008)