- Class 30
- Practice 30
- Independent work 90
Game design basics 2
Lecturers and associates
The aim of this module is to upgrade the basic knowledge of the game design process. Students will learn to create computer game elements according to the characteristics of various types of players. Students will learn to view gaming as creating an experience that should be meaningful. Games will be viewed as a system and the elements of that system will be analyzed. Students will also learn to analyze game rules in more detail in order to create meaningful gameplay of a computer game.
This module is an upgrade of the knowledge and skills acquired in the "Basics of Game Design 1" module. Students will upgrade the basic acquired knowledge with new insights into the game design process through additional analysis of interactivity, game mechanics, rules, game analysis and balancing. A computer game developer needs this knowledge to be able to participate in the game development process in collaboration with game/computer game designers.
Students will learn:
• how to design the gaming experience as meaningful, i.e. meaningful gaming
• see games as a system: they will learn the basic elements of a game system
• how to design the interactivity of games through the creation of choices and space of possibilities
• basic concepts of entertainment theory
• the difference between games and computer (digital) games
• analyze the rules of games
• model the gaming process through the components of experience, satisfaction and significance
• the role of the player, the psychology and motivation of the player in computer games
• come up with the premise of a computer game
• the role of narrative in computer games and games as simulations
• analyze the design of existing games
1. Tekinbas, K. S., Zimmerman, E. (2003) Rules of Play: Game Design Fundamentals. The MIT Press.
Minimal learning outcomes
- To compare the perception of the technical design of a computer game from the perspective of different types of players according to relevant scales (e.g., Bartlet's and Myers-Briggs).
- Create interactivity in the game by designing choices and possibility spaces.
- Develop a simple game rule system.
- Critically judge the design of existing games.
Preferred learning outcomes
- To compare the perception of the technical design of a computer game from the perspective of various types of players according to relevant scales (e.g., Bartlet's and Myers-Briggs) and to define the game's target audience.
- Valorize the interactivity of the designed game mechanics and balance the playing strategies.
- Develop a simple game rule system and detect balancing challenges depending on the game genre.
- Critically judge the design of existing games and suggest modifications and upgrades to the design with new features.