Module Descriptors
GAME THEORY & MECHANICS
GAME30160
Key Facts
Digital, Technology, Innovation and Business
Level 3
30 credits
Contact
Leader: David James
Hours of Study
Scheduled Learning and Teaching Activities: 72
Independent Study Hours: 228
Total Learning Hours: 300
Assessment
  • COURSEWORK weighted at 50%
  • COURSEWORK weighted at 50%
Module Details
Module Resources
Digital Academy, Adobe Photoshop, UE4 (for demonstration purposes)
IS and Faculty laboratories with Internet access, and Blackboard.
Module Texts
Computer Games Design: Theory and Practice, 2001, Richard Rouse III, Jones & Barlett Learning, ISBN 1556227353
Andrew Rollings and Ernest Adams on Game Design, 2009, Andrew Rollings & Ernest Adams, New Riders, ISBN 1592730019
The Art of Game Design: A book of lenses, 2008, Jesse Schell, Morgan Kaufmann, ISBN 9780123694966
A Theory of Fun for Games Design, 2005, Ralph Koster, Paraglyph Press, ISBN 9781932111972
Challenges for Game Designers, 2008, Brenda Braithwaite, Delmar Publishing, ISBN 9781584505808
Module Learning Strategies
3 hour lecture/tutorial per week.
Module Indicative Content
Students will study:
• Deconstruction of Games
• Analysis of Game Mechanics
• Analysis of Controls & Functionality
• Analysis of Platform Specific Mechanics
• Game Play Design
• Parametric Balance
• Play Testing Strategies
• Designing Replay-ability
• The Gameplay Experience
• Working within set Mechanics Limitations
• Level Prototyping outside of a Games Engine
MODULE LEARNING OUTCOMES
1. DEMONSTRATE AN UNDERSTANDING ABOUT HOW GAMES THEORY IS APPLIED TO THE DEVELOPMENT OF GAME MECHANICS
[Knowledge & Understanding]

2. DEVELOP AND DOCUMENT DESIGNS FOCUSED ON MECHANICS FOR GAMES, REFLECTING UPON THEIR EFFECTIVENESS.
[Analysis; Problem Solving]

3. EVALUATE THE PRINCIPLES OF DIGITAL GAMES DEVELOPMENT WHEN APPLIED TO A SET OF EXISTING MECHANICS.
[Enquiry]

4. PLAN LEVELS AND MECHANICS USING 2D DESIGNS AND APPLY ANALYTICAL SKILLS TO DISCUSS DESIGN AND BALANCE.
[Application; Communication]

Module Additional Assessment Details
A COURSEWORK weighted at 50%

A series of forum posts covering a set of challenges from tutorial sessions from the first semester along with level and testing documentation
Learning Outcomes: 1, 3 and 4

and

COURSEWORK weighted at 50%

A series of forum posts covering a set of challenges from tutorial sessions from the second semester along with level and weapon design documentation

Learning Outcomes: 1,2,3 and 4
Web Descriptor
This module introduces students to the fundamentals of level and games design. This is achieved by investigating existing games and deconstructing mechanics and systems along with designing levels and creating testing strategies. Assignments are split into two semesters, the first focusing on level design and testing, the second on mechanic design and explanation.