Module Descriptors
INTRODUCTION TO MECHANICS DESIGN
GDEV50024
Key Facts
Digital, Technology, Innovation and Business
Level 5
20 credits
Contact
Leader: Luke Barsby
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
  • Occurrence B, Digital Institute London, UG Semester 1
  • Occurrence C, British University Vietnam, UG Semester 1
Sites
  • British University Vietnam
  • Digital Institute London
  • Stoke Campus
Assessment
  • Forgiveness Mechanic Project - Coursework weighted at 40%
  • Game Feel Project - Coursework weighted at 60%
Module Details
Indicative Content
This module will cover the following topics:

2D Mechanic Considerations
Forgiveness Mechanics
GUI Design
Design Patterns
Event Driven Gameplay
Performance and Optimisation
Further Object-Oriented Principles
Additional Assessment Details
Assessment Component 1 - (Learning Outcomes 1 & 2)
A forgiveness mechanic project weighted at 40% consisting of:

Improve a basic project by adding forgiveness mechanics using production standard code.

Assessment Component 2 - (Learning Outcomes 2, 3 & 4)
A game feel project weighted at 60% consisting of:

A project focussing on an aspect of game feel.
An accompanying design doc that outlines how game feel has been improved.

Learning Strategies
2 x 3-hour lecture/tutorial sessions per week which will include demonstrations, development periods, critiques and support opportunities.

Learning will be supported by a range of video and written tutorials available online via a VLE.

Learning Outcomes
1. Associate how game mechanics work to create fun experiences through researching similar titles and breaking down their approach
2. Experiment with gameplay mechanic solutions to improve gameplay experiences
3. Explain how different mechanics can be utilised to improve game feel
4. Diagnose issues with mechanics that are causing them to lose their fun factor
Resources
Unity Engine
Microsoft Visual Studio
Adobe Photoshop
Aseprite
Version Control (GitHub, Plastic SCM or equivalent)
Digital Academy Forums
Digital Academy Uploads
Texts

Nystrom, R (2014) Game Programming Patterns ISBN: 978-0990582908

GameDevGuide (n.d.) [Online] https://www.youtube.com/@GameDevGuide

Ferrone H (2021) Learning C# by Developing Games with Unity 2021 ISBN: 978-1801813945

Coster, S (2020) Forgiveness Mechanics: Reading Minds for Responsive Gameplay [Online] https://www.gdcvault.com/play/1026606/Forgiveness-Mechanics-Reading-Minds-for

Adams, E & Dormans, J (2012) Game Mechanics: Advanced Game Design ISBN: 978-0321820273

Swink, S (2008) Game Feel: A Game Designer’s Guide to Virtual Sensation ISBN: 978-0123743282

Schell, J (2019) The Art of Game Design: A Book of Lenses, Third Edition ISBN: 978-1138632059

Web Descriptor
You will explore different smoke and mirrors trickery used within the games industry to make games feel better to play. On completion of this module, you will understand how to manipulate your systems to make them feel more fun.