COURSE DESCRIPTION AND APPLICATION INFORMATION

Course Name Code Semester T+A+L (hour/week) Type (C / O) Local Credit ECTS
Principles of Game Design NMD 221 Fall 02+02+00 Elective 3 5
Academic Unit: New Media
Mode of Delivery: Face to face
Prerequisites: None
Language of Instruction: English
Level of Course Unit: Undergraduate
Course Coordinator: - -
Course Objectives: The course aims to introduce students to the processes, phases and mental elements of game design in order to construct a basis that can inform future design practice. Student who successfully complete this course will be able to construct well-thought game design flows and plans for design and development of games.
Course Contents: This course presents main principles of game design, structured in a narrative flow. Main aspects that a game designer should consider are covered each week from inception of an idea to pitching the game to a potential client. The contents of the course are structured to introduce students to the mental journey that a game designer should embark on before practicing design.
Learning Outcomes of the Course Unit (LO):
  • 1- To implement critical design thinking through a process-based approach for creating games.
  • 2- To identify and designing basic game design concepts and processes.
  • 3- To structure the creative, aesthetic and imaginative outputs into tangible game design plans.
Planned Learning Activities and Teaching Methods: The course utilises lectures followed by viewings, play sessions and in-class discussions. Students are expected to attend weekly sessions having studied the assigned material. It is advised that students bring a laptop, smartphone or other appropriate device to the post-lecture sessions as participatory digital activities will be commonly used.


WEEKLY SUBJECTS AND RELATED PREPARATIONS

WeekSubjectsRelated Preperation
1 The Designer – Introduction to game design Coursebook Ch1
2 The Experience – Creation, venue and rise of the game Coursebook Ch2, 3 & 4
3 The Elements – The theme forms Coursebook Ch5 & 6
4 The Idea – Begin and again Coursebook Ch7 & 8
5 The Player – Experience, motivation and interest Coursebook Ch9, 10, 11, 15 & 16
6 The Mechanics – Elements and balance Coursebook Ch12, 13, 14
7 Mid-terms
8 The Story – Narrative, narration and control Coursebook Ch17, 18 & 19
9 The World – Characters, spaces, aesthetics Coursebook Ch20, 21 & 22
10 The Community – Playing together Coursebook Ch23 & 24
11 The Team – Designing together Coursebook Ch25, 26, 27 & 28
12 The Client – Pitching the game Coursebook Ch29, 30 & 31
13 The Game – Transformation and responsibilities Coursebook Ch32 & 33
14 In-class final presentations


REQUIRED AND RECOMMENDED READING

Coursebook: Schell, Jesse. 2019. The Art of Game Design: A Book of Lenses. 3rd ed. Boca Raton: Taylor & Francis, a Crc Title, Part of the Taylor & Francis Imprint, a Member of the Taylor & Francis Group, the Academic Division of T&F Informa, Plc. https://www.inventoridigiochi.it/wp-content/uploads/2020/07/art-of-game-design.pdf.


OTHER COURSE RESOURCES

Weekly readings, videos and games will be assigned.


ASSESSMENT METHODS AND CRITERIA

Semester RequirementsNumberPercentage of Grade (%)
Attendance / Participation 14 -
Project 1 50
Homework Assignments 2 20
Midterms / Oral Exams / Quizes 1 30
Total: 18 100


WORKLOAD

EventsCountDuration (Hours)Total Workload (hour)
Course Hours14342
Project12222
Homework Assigments21530
Midterms / Oral Exams / Quizes13131
Total Workload (hour):125


THE RELATIONSHIP BETWEEN COURSE LEARNING OUTCOMES (LO) AND PROGRAM QUALIFICATIONS (PQ)

# PQ1 PQ2 PQ3 PQ4 PQ5 PQ6 PQ7 PQ8 PQ9
LO1                  
LO2                  
LO3