Module Descriptors
EXPERIMENTAL GAMES PRODUCTION
GDEV50016
Key Facts
Digital, Technology, Innovation and Business
Level 5
20 credits
Contact
Leader: Adam Martin
Hours of Study
Scheduled Learning and Teaching Activities: 48
Independent Study Hours: 152
Total Learning Hours: 200
Pattern of Delivery
  • Occurrence A, Stoke Campus, UG Semester 1 to UG Semester 2
Sites
  • Stoke Campus
Assessment
  • RESEARCH AND DEVELOPMENT OF AN EXPERIMENTAL GAMES PROJECT weighted at 40%
  • PORTFOLIO CONTAINING AN EXPERIMENTAL GAME ARTEFACT WITH SUPPORTING DOCUMENTATION AND CRITAL REFLECTION weighted at 60%
Module Details
INDICATIVE CONTENT
Working on a creative and open brief, students will produce a playable demo that introduces some aspect of novel gameplay. Students should take account the resources and time available, remembering that simple ideas are often the most successful.


The Experimental Game must follow a production process that shows the utilisation of planning iterative design practices.


Here is a guide to the topics that will be covered in this module:

Electronics Introduction

Physical to digital interfaces

Experimental Games

Interactive Arts

Serious Games

DIY Games

Community Creation

Games Production Methodologies

Game Scope & Production Planning

Game Production Software
ADDITIONAL ASSESSMENT DETAILS
Assessment Component 1 - (Learning Outcomes 1,2 and 4)

Research and development of an experimental game project weighted at 40% consisting of:

Demonstration of an awareness of experimental games that introduce unexpected play experiences, unique forms of interactivity, and playful experiences.

Using this knowledge, you will plan and produce an experimental games project of your own. This should be evidenced as a series of screenshots and videos of iterative prototypes, research, development, and critiques posted on the Digital Academy Forums.



Assessment Component 2 – (Learning Outcomes 3 and 4)

Portfolio containing an experimental game artefact with supporting documentation and critical reflection weight at 60% consisting of:


Game project files of the experimental game, playthrough videos and critical reflection of the work.
LEARNING STRATEGIES
2 x 3hr weekly - Lecture/Demo/Workshops/Tutorials¿

19h weekly - independent learning¿
LEARNING OUTCOMES

1. Demonstrate knowledge and critical understanding of the practical and theoretical practices to support the creation of novel game concepts and compelling gameplay experiences.

2. Evaluate the effectiveness of work created and the approaches used during the production of an experimental game through playtesting, critique, and technical appraisal.

3. Communicate game ideas and the underlying concepts upon which they are based to a variety of audiences.

4. Apply underlying technical principles and theoretical game design concepts in new and innovative ways.
RESOURCES
Smart Zone and Maker Space

Electronics Lab

Game Engine Software¿

Photo Editing Software¿¿¿

Video Editing/Compositing software¿¿¿

Digital Academy Forum¿¿¿

Digital Academy Upload System¿
REFERENCE TEXTS
Experimental Game Workshop at GDC 2023., [online] http://www.experimental-gameplay.org/ [Accessed 23 Jan. 2023]

Fullerton, T., 2018. Game Design Workshop: A Playcentric Approach to Creating Innovative Games.

GDC Vault. 2019., Experimental Gameplay Workshop [online] Available at: https://www.gdcvault.com/play/1025787/Experimental-Gameplay [Accessed 23 Jan. 2023]

Iuppa, N. V., and Borst, T. (2006) Story and simulations for serious games: tales from the trenches. Amsterdam: Focal.

Lowthorpe, C., and Taylor, S. (2018) Punk playthings: provocations for 21st century game makers. Boca Raton: Taylor & Francis Group.

Norman, D. A., (2004) Emotional design: why we love (or hate) everyday things. New York: Basic Books.

Norman, D. A., (2013) The design of everyday things. Revised and expanded edition. Cambridge, Massachusetts: MIT Press.

Swink, S., (2009) Game feel: a game designer’s guide to virtual sensation. Amsterdam: Morgan Kaufmann Publishers/Elsevier.
WEB DESCRIPTOR
The history of game design is full of experimentation and innovation, and most game designers love to explore new territories. Recently, there has been a movement toward the design of games that are deliberately experimental, underpinned by a clear and interesting idea.


This module will encourage you to attempt to do something new with games. It will help you push forward the frontiers of game design by revealing new mechanics, new patterns of play, and, in the case of a particularly successful game design experiment, reveal entirely new game genres. You will try new ideas, playtest new mechanics, and explore what can be done with games as an art-form.