creative technology
[]
readme
new(s)
workshop(s)
project(s)
CA1
CA2
CA3
CA4
CA5
course(s)
interactive visualization
/
serious games
resource(s)
_
/ .
course outline(s) -- sg: game development
In this part a more detailed discussion will be provided
of
topics,
learning goals,
materials used, and the
actual
structure of the course, as well as a sketch
of the
assignments given. Also
references to releveant
literature is provided, including
online resources.
At the end,
advice for students following the course
will be given, as well as
hints for the instructor(s).
course topic(s)
Following an
example-based approach,
an important part of the course should consist
of
case studies and small examples
demonstrating
idea(s) & concept(s)
in
game design and
(novel) approaches in
game development.
topic(s)
- trend(s) -- current development(s) in gaming
- workflow(s) -- steps in game development
- game engine(s) -- comparative evaluation(s)
- classification(s) -- casual, serious, adventure, urban ...
- game pattern(s) -- mode(s) of interaction
- case studies -- applying game pattern(s)
- design issue(s) -- narrative(s) vs game play

Although the course should focus on
ideas and concepts,
the actual
game development should start as soon as possible,
possibly continuing on the game developed for the
honors track as suggested in the
outline(s) of CA1.
learning terget(s)
Basic skills involve the use of authoring languages
and tools.
Detailed knowledge of the
platform of choice
is required to produce
effective game(s).
NM5 target(s)
- skill(s) -- design, coding
- knowledge -- game engine(s), game (play) mechanics
- theory -- game development workflow(s)
- experience(s) -- construction of moderately complex game
- attitude - creativity, aesthetics, explorative

However, not only technical issues are important, but
also the use of fantasy and
creativty
and
aesthetics needed to
explore
(novel) forms of
game play.
lesson material(s)
Part of the lesson material will consist of
literature treating the
game development process,
game interaction patterns, and issues
concerning
(cinematic) narrative(s)
and
game mechanics.
game development -- criteria

For the
case studies, students will be invited
to bring in material, including
actual games
as well as related information, such as
game community sites.
course structure
The course does require active participation of the
student(s), not only in exploring the technolgy by
making the assignments, but also by presenting
solutions and problems in class.
session(s)
- introduction -- game design & development
- brain storm(s) -- what is the name of the game?
- case study I -- applying game design patterns
- concept presentation(s) -- ideas & plan(s)
- game engine(s) -- comparative evaluation(s)
- case study II -- applying game design patterns
- urban game(s) -- interactive (smart) space(s)
- presentation of final assignment(s)

The
game development course may considered to
be a follow-up on the
virtual environments
course, shifting focus from
representational aspect(s)
to issues of
(narrative-drive) game mechanics
and
game play.
Neverteheless, at some point a choice for one or more
technologies will be made,
The choice of a
game engine and
game platform
will be dependent on, among others,
available
resources and students'
(programming) skills.
assignment(s)
There will a small number of assignemts, to be made by
the students individually.
The goal of these assignments is to provide a structure
that assists the students in exploring the technology.
As a basic assignemnt, students must develop
a simple
casual game on any of the follwoing topics:
basic(s) -- game development
- mathematics -- testing skill level
- physicss -- exploring a physical model
- animation(s) -- re-make(s) of a classic, e.g. tetris

For the final assignment(s) of the course, students are
allowed to work indidually, or in groups of two or three
(maximally) students.
Work done in groups must be proportionally more challenging
and complex.
Students are encouraged to
continue their explorations
started in the
virtual environments course,
which listed the following options:
final(s) -- game development
- simulation(s) -- of natural or artificial system
- scenario-driven narrative(s) -- to promote collaboration
- augmented reality game -- using augmented/mixed reality technology

In effect, students will be encouraged to follow their
own ideas, in for example implementing a game.
For the final assignments,
similar as in the
virtual environments course,
an effort will be made
to develop interesting challenges in cooperation
with the TXChange facility.
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).
- Teaching Software Engineering through Game Design
- Bjork, S., Holopainen, J. (2005) Patterns in Game Design. Charles River Media
- A. Eliëns, topical media & game development -- media.eliens.net

A wealth of material and references can be found at my
topical media & game development site, including
tutorials and examples.
online resource(s)
The online resources provide a random collection
of links to
items of interest, from
one perspective or another.

Additional information will also be gathered
during the course, by letting students take
an active part in exploring game technologies.
[]
readme
new(s)
workshop(s)
project(s)
CA1
CA2
CA3
CA4
CA5
course(s)
interactive visualization
/
serious games
resource(s)
_
/
.
(C) Æliens
09/09/09
creativetechnology.eu