NM5: game development

6700050 / project-based course, semester 4, 6 ects

Æliens


schedule(s) -- common(s) / register! / request for grading


participant(s) / lab(s) / assignment(s) / NM5

  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)

content(s)

The course gives an introduction in the design development of (digital) games. Attention will also be given to the analysis and critical comparison of games, using game interaction patterns, as well as popular technologies for games, both online such as flex / as3, and PC and console based games, including DirectX, XNA, and the Half Life 2 SDK.

Recommended literature: Bjork, S., Holopainen, J. (2005) Patterns in Game Design. Charles River Media,

Online reference(s):

prerequisite(s);

NM3, NM4

goal(s) & attainment target(s)


The course aims at providing Students are expected to have a sufficient degree of analytical insight, and will be stimulated to be creative in the design and development of a game.

place in curriculum:

NM5 is an iadvanced course for NM students. It is relevant to NM4 (virtual environments), but is more analytical in its approach, with respect to the critcal comparison of game mechanics, that is the conceptual structure of games, and the chalenges offered to the player.. It is explicitly meant to be of interest also for students specializing in ST.

application area & motivating examples

Games increasingly become important in for example digital learning and corporate training. Games are appealing for both conceptual reasons as well as their sensorial impact, due to the use of powerful multimedia technology. There seems to be an increasing demand from the creative industry for young creative people with experience in game development.

teaching method(s)

The course will be organised around lectures, which will cover the theoretical topics and which will provide an introduction to the various technologies used in game development. The assignments will consist of a series of basic exercises in game design and a final assignment in which an actual game will be developed by a group of students. In which the students are required to develop a moderately complex dynamic web application.

Regular feedback will be given in classroom sessions, and workshops, where students present their work as well as via online comments or email. Grading will be based on basic assignments, the final assignment project with documentation, as well as an essay in which a topic of choice, either technical or in relation the design or deployment of serious games, is discussed in more depth.

special facilities:

computer lab & presentation facilities

topic(s)


NM5 target(s)


game development -- criteria


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)

basic(s) -- game development


  1. mathematics -- testing skill level
  2. physicss -- exploring a physical model
  3. animation(s) -- re-make(s) of a classic, e.g. tetris

final(s) -- game development


  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

resource(s) / NM5


NM5

advice for the student(s)

Taking place at the end of your second year, the game development course should be taken as an opportunity to demonstrate your skill(s), and, as a team effort, to produce something worthwhile, continuing on your earlier effort(s) in the virtual environments course, possibly in combination with hybrid world(s), the creative application taking place in the same period.