F21GB - Games Design Practice and Pre-production Experience

Thomas Methven

Course leader(s):

Aims

The main aims of this course are to develop active practice in games design and effective experience in the pre-production stages of games development. Students will also develop an awareness and critical understanding of fundamental design principles in games design; they will also be able to identify key game technologies and tools for game design; and finally, apply these principles in the playtesting process including resolving design problems and aligning the creative process to their own ideas.

Syllabus

1. Intro To Games Design (1.1 1. History of Games, 1.2 2. Why Do We Play?, 1.3 3. The Role Of The Game Designer, 1.4 4. Formal Elements, 1.5 5. Dramatic Elements, 1.6 6. System Dynamics)

2. Engines (2.1 1. What’s In A Games Engine, 2.2 2. Basic Engines, 2.3 3. Coupling and Cohesion, 2.4 4. Live Coding)

3. Playcentric Design (3.1 1. Game Design Patterns, 3.2 2. Puzzle Design, 3.3 3. Conceptualisation, 3.4 4. Physical Prototyping, 3.5 5. Playtesting, 3.6 6. Digital Prototypes)

4. Physics (4.1 1. Impacts of Physics, 4.2 2. Collision Detection Intro, 4.3 3. Optimisation, 4.4 4. Common Issues and Solutions, 4.5 5. Live Coding)

5. More Game Design (5.1 1. Player Progression, 5.2 2. Game Flow and Loops, 5.3 3. Game Worlds, 5.4 4. Landmarks/Architecture, 5.5 5. Characters)

6. Intro to Animation (6.1 1. Motion Perception, 6.2 2. Types of Animation, 6.3 3. Principles of Animation, 6.4 4. Interpolation, 6.5 5. Live Coding)

7. Designing For Users (7.1 1. User Interaction in Games, 7.2 2. UI Design Techniques, 7.3 3. Colour, 7.4 4. Pre-Attentive Features, 7.5 5. Gestalt Laws, 7.6 6. Level Design and Pacing, 7.7 7. Live Coding)

1. Research and exploration of design fundamentals.

2. Design principles for game fundamentals and mechanics.

3. Ideation of game designs and mechanics.

4. Collaboration using design tools and methods.

5. Creation of non-digital game mechanic prototypes.

6. Research into critical evaluation of designs prototypes.

7. Studio playtesting of non-digital prototypes.

8. Evaluation of non-digital design prototypes.

9. Refine skills into prototype tools for design.

10. Communication of design ideas and feedback gathering.

11. Creation of design prototypes and evaluation using iterative processes.

12. Research into tools, environments, good practices and applications in the pre-production game design phase.

13. Gamification Concepts.

14. No-Code Visual Scripting of Game Prototypes.

Learning outcomes

By the end of the course, students should be able to do the following:

Further details

Curriculum explorer: Click here

SCQF Level: 11

Credits: 30