game design abstract 2014

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Course Abstract - Oct 2012 / National Institute of Design, India Course Abstracts   Design for Digital Experience PGDPD /March- April 2013 Name of Discipline & Programme   Design for Digital Experience Course Name   Game Design Usual Time of Occurrence 3 rd  Semester Duration   Three Weeks Course category   Studio Credits   6.00 Prerequisites   Nil Relevance This will introduce the students to the fascinating world of games and the ess ence of game design. While the focus will be on digital games, the course will cover other non-digital forms of pla y and games as well. The objective is to make the st udents understand the formal constructs of games and the domain of game design through play and by experiencing these constructs for themselves. The course takes a play-centric approach where the different elements that constitute a game will be analyzed, discussed and understood through play sessions, case studies and interactive discussions. The course contents underlined below would be understood conceptually by deconstructing games into the  basic elements and components. The theory and terminologies in the world of g ame design would be mostly introduced to the students by asking them to deconstruct existing games. The Game Design Workshop is planned to be 3 week long module. The outcomes of this module could be extended into a project if the student finds further scope. The students have the po ssibility of taking their work further as a part o f Design project 2 (8 weeks) at the end o f the semester. Quick methods to conceptualize and test game ideas would be very important for students learning outcome. The students would have to understand the importance of building prototypes and testing to understand game experience through the eyes of the users. Course Objective  To make the students understand the formal constructs of games and the domain of game design through play and by experiencing these constructs for themselves. Course contents  Introduction: Understanding Play, Games  Introduction: Game Platforms, Types of Play, Play Experiences  Game Design: Conceptualization/Pitching Game Ideas  Game Design: Gameplay- Rules, Goals, Objectives, Rewards, Core  Mechanic/Task, Target Audience, Experience Goals  Game Design: Game Context, Story, Characters, Plot, Linear and Non-Linear Narratives  Game Design: Adding the details - Defi ning gameplay parameters, their interaction, how they add variety, challenge, depth, game modes, etc.  Game Design: Prototyping, Play Testing and Documentation  Game Design: Control Inputs  Game Design: UI, Screen-flow and Sound  Game Development: Production Process

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Abstract for the 3 week Game Design module in NID, Bangalore 2014. Conducted by Avinash Singh of Amazon India. Interaction Design, Design for Digital Experience.

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Course Abstract - Oct 2012 / National Institute of Design, India

Course Abstracts Design for Digital Experience PGDPD /March-April 2013

Name of Discipline & Programme Design for Digital Experience Course Name Game Design Usual Time of Occurrence 3rd Semester Duration Three Weeks Course category StudioCredits 6.00 Prerequisites Nil

Relevance

This will introduce the students to the fascinating world of games and the essence of game design. While the focus will be on digital games, the course will cover other non-digital forms of play and games as well. The objective is to make the students understand the formal constructs of games and the domain of game design through play and by experiencing these constructs for themselves. The course takes a play-centric approach where the different elements that constitute a game will be analyzed, discussed and understood through play sessions, case studies and interactive discussions. The course contents underlined below would be understood conceptually by deconstructing games into the basic elements and components. The theory and terminologies in the world of game design would be mostly introduced to the students by asking them to deconstruct existing games.

The Game Design Workshop is planned to be 3 week long module. The outcomes of this module could be extended into a project if the student finds further scope. The students have the possibility of taking their work further as a part of Design project 2 (8 weeks) at the end of the semester. Quick methods to conceptualize and test game ideas would be very important for students learning outcome. The students would have to understand the importance of building prototypes and testing to understand game experience through the eyes of the users.

Course Objective

To make the students understand the formal constructs of games and the domain of game design through play and by experiencing these constructs for themselves.

Course contents

Introduction: Understanding Play, Games Introduction: Game Platforms, Types of Play, Play Experiences Game Design: Conceptualization/Pitching Game Ideas Game Design: Gameplay- Rules, Goals, Objectives, Rewards, Core Mechanic/Task, Target Audience, Experience Goals Game Design: Game Context, Story, Characters, Plot, Linear and Non-Linear Narratives Game Design: Adding the details - Defining gameplay parameters, their interaction, how they add variety, challenge, depth, game modes, etc. Game Design: Prototyping, Play Testing and Documentation Game Design: Control Inputs Game Design: UI, Screen-flow and Sound Game Development: Production Process

Methodology

The teaching learning methodology for this course would be deconstructing games to understand the principles of game design. The principles would be applied to design of new games

Reading list

Theory of fun for game design by Raph Koster. Level up! : the guide to great video game design by Scott Rogers. Chris Crawford on game design Game design workshop: designing, prototyping, and playtesting games by Tracy Fullerton Game design foundations by Roger E. Pederson Game architecture and design by Andrew Rollings Fundamentals of game design by Ernest Adams, Andrew Rollings Patterns in game design by Staffan Bjork Game design workshop: a playcentric approach to creating innovative games by TracyFullerton; with Christopher Swain and Steven S. Hoffman Rules of play: game design fundamentals by Salen Katie Art of game design: a book of lenses by Jesse Schell. Inside game design by Iain Simons Computer game design course: principles, practices and techniques for the aspiring gameDesigner by Jim Thompson Game Design Process by NIIT