Module Descriptors
EXPERIMENTAL GAMEPLAY
GAME60222
Key Facts
School of Digital, Technologies and Arts
Level 6
15 credits
Contact
Leader:
Email:
Hours of Study
Scheduled Learning and Teaching Activities: 24
Independent Study Hours: 126
Total Learning Hours: 150
Assessment
  • COURSEWORK weighted at 100%
Module Details
Resources
The Internet including Developer Wikis & Blogs (suggested lists on Blackboard)
Specialist game engine development environment such as - unreal tournament, LUA or XNA - based purpose-built engine. Access to usability laboratory.
Texts
Flow: The Psychology of Optimal Experience (Paperback) by Mihaly Csikszentmihalyi. Paperback - July 2008

Critical Play: Radical Game Design (Hardcover) by Mary Flanagan. Hardcover - 8 Sep 2009

Playing for Real: A Text on Game Theory by Ken Binmore. Hardcover - 21 Jun 2007

Game Design Workshop: a playcentric approach to creating innovative games by Fullerton, Tracy 2014, 3rd ed.

Casual Game Design: Designing Play for the Gamer in all of us, by Trefry, Gregory, 2010

A Casual Revolution: Reinventing Video Games and their Players, by Juul, Jesper, 2010
Learning Strategies
1 x 2 hour tutorial per week
Additional Assessment Details
Including Individual Development Diary and Portfolio of 3 Games to a set theme or selection of attributes. The focus of the games will be to create rapid prototypes and demos, while working under time and technological restrictions.

Each student will keep and on-line development blog chronicling the development of each game and their role within the group.
Indicative Content
-Analysing Games
-Analysing Mechanics
-Rapid Prototyping
-Developing a Portfolio as a Games designer
-Over viewing Digital & Analogue Games
-Social Gaming & Collaborative working practices
Special Admissions Requirements
Knowledge of using Game Engines, High Level Scripting, Game programming languages.