topic(s)


NM5 target(s)


ethic(s) -- slide(s) / cycle(s)

.. / machine(s) / art(s) / change(s) / human(s) / reading(s) / material(s) / _ / .

session(s)


  1. introduction -- game design & development
  2. brain storm(s) -- what is the name of the game?
  3. case study I -- applying game design patterns
  4. concept presentation(s) -- ideas & plan(s)
  5. game engine(s) -- comparative evaluation(s)
  6. case study II -- applying game design patterns
  7. urban game(s) -- interactive (smart) space(s)
  8. presentation of final assignment(s)

assignment(s)


ethic(s) -- payoff(s) / challenge(s) / game(s) / math(s) / plan(s)

reference(s)


Apart from the book on game design patterns, a reference to a paper comparing game development to software engineering has been included, showing the analogy as well as difference(s) in project management and workflow(s).
  1. Teaching Software Engineering through Game Design
  2. Bjork, S., Holopainen, J. (2005) Patterns in Game Design. Charles River Media
  3. A. Eliëns, topical media & game development -- media.eliens.net