Game Technology
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Course Title: Game Technology
Course No: CSC479
Nature of the Course: Theory + Lab
Semester: 8
Full Marks: 60 + 20 + 20
Pass Marks: 24 + 8 + 8
Credit Hours: 3
Course Description
Course Objectives
Course Contents
1. Game Design Basics
12 hrs
1.1. Role of the Game Designer
- Advocate for the Player, Passions and Skills, Playcentric Design Process, Designing for Innovation
1.2. Structure of Games
- Engaging the Player, The Sum of the Parts, Defining Games, Beyond Definitions
1.3. Working with Formal Elements
- Players, Objectives, Procedures, Rules, Resources, Conflict, Boundaries, Outcome
1.4. Working with Dramatic Elements
- :Challenge, Play, Premise, Character, Story, World Building, The Dramatic Arc
1.5. System Dynamics
- Games as Systems, System Dynamics, Interacting with Systems, Tuning Game Systems
2. Designing a Game
25 hrs
2.1. Conceptualization
- Where Do Ideas Come From, Alternative Methods, Editing and Refining, Turning Ideas into a Game, Ideas vs. Designs
2.2. Prototyping
- Methods of Prototyping, Prototyping Your Original Game Idea, Making the Physical Prototype Better, Beyond the Physical Prototype
2.3. Digital Prototyping
- Types, Designing Control Schemes, Selecting Viewpoints, Effective Interface Design, Prototyping Tools
2.4. Playtesting
- Playtesting and Iterative Design, Recruiting Playtesters, Conducting a Playtesting Session, Methods of Playtesting, The Play Matrix, Taking Notes, Basic Usability Techniques, Data Gathering, Test Control Situations, Playtesting Practice
2.5. Functionality, Completeness, and Balance
- What Are You Testing For?, Is Your Game Functional?, Is Your Game Internally Complete?, Is Your Game Balanced?, Techniques for Balancing Your Game
2.6. Fun and Accessibility
- Is Your Game Fun?, Improving Player Choices, Fun Killers, Beyond Fun, Is Your Game Accessible?
3.1. Team Structures
- Team Structure, Developer’s Team, Publisher’s Team, Team Profile, All Contribute to the Design, Team Communication
3.2. Stages and Methods of Development
- Stages, Using Agile Development
3.3. Communication your Designs
- Visualization, Flowcharts, Tables and Spreadsheets, Concept Art, Description, Formats, Contents, Design Macros
3.4. Understanding the New Game Industry
- Size, Platform for Distribution, Genres of Gameplay, Publishers, Developers, The Business of Game Publishing
3.5. Selling Yourself and Your Ideas to the Game Industry
- Getting a Job at a Publisher or Developer, Pitching Your Original Ideas, Independent Production
Laboratory Works
- 1.Unity Game Development
Text Books
- 1.Tracy Fullerton, Game Design Workshop: A Playcentric Approach to Creating Innovative Games, Fourth Edition, CRC Press, 2019.
Reference Books
- 1.The Digital Gaming Handbook, Edited by Roberto Dillon, CRC Press, 2021.