FI:PA216 Game Design II - Course Information
PA216 Game Design II
Faculty of InformaticsSpring 2020
- Extent and Intensity
- 2/0/0. 2 credit(s) (plus extra credits for completion). Type of Completion: zk (examination).
- Teacher(s)
- Mgr. et Mgr. Zdeněk Záhora (lecturer)
Mgr. Jiří Chmelík, Ph.D. (lecturer) - Guaranteed by
- Mgr. Jiří Chmelík, Ph.D.
Department of Visual Computing – Faculty of Informatics
Supplier department: Department of Visual Computing – Faculty of Informatics - Timetable
- Mon 17. 2. to Fri 15. 5. Thu 8:00–9:50 B204
- Prerequisites
- PA215 Game Design I
The course builds on the PA215 Game Design I. If needed, permission may be considered but only after prior personal consultation and debate over the content of the previous course. - Course Enrolment Limitations
- The course is also offered to the students of the fields other than those the course is directly associated with.
- fields of study / plans the course is directly associated with
- Image Processing and Analysis (programme FI, N-VIZ)
- Bioinformatics and systems biology (programme FI, N-UIZD)
- Computer Games Development (programme FI, N-VIZ_A)
- Computer Graphics and Visualisation (programme FI, N-VIZ_A)
- Computer Networks and Communications (programme FI, N-PSKB_A)
- Cybersecurity Management (programme FI, N-RSSS_A)
- Formal analysis of computer systems (programme FI, N-TEI)
- Graphic design (programme FI, N-VIZ)
- Graphic Design (programme FI, N-VIZ_A)
- Hardware Systems (programme FI, N-PSKB_A)
- Hardware systems (programme FI, N-PSKB)
- Image Processing and Analysis (programme FI, N-VIZ_A)
- Information security (programme FI, N-PSKB)
- Information Security (programme FI, N-PSKB_A)
- Quantum and Other Nonclassical Computational Models (programme FI, N-TEI)
- Computer graphics and visualisation (programme FI, N-VIZ)
- Computer Networks and Communications (programme FI, N-PSKB)
- Principles of programming languages (programme FI, N-TEI)
- Cybersecurity management (programme FI, N-RSSS)
- Services development management (programme FI, N-RSSS)
- Software Systems Development Management (programme FI, N-RSSS)
- Services Development Management (programme FI, N-RSSS_A)
- Software Systems Development Management (programme FI, N-RSSS_A)
- Software Systems (programme FI, N-PSKB_A)
- Software systems (programme FI, N-PSKB)
- Machine learning and artificial intelligence (programme FI, N-UIZD)
- Computer Games Development (programme FI, N-VIZ)
- Processing and analysis of large-scale data (programme FI, N-UIZD)
- Natural language processing (programme FI, N-UIZD)
- Course objectives
- The aim of Game Design II. is to (a) enhance the knowledge and applied the use of (digital) games language, (b) analyze complex design techniques and specific features of digital games, and (c) develop the ability to connect individual elements of (digital) games to interrelated dependencies.
The main objective of the course is (d) to train and develop students skills in designing games. - Learning outcomes
- Student will be able to:
- design more complex games
- understand the complex interdependence of game elements
- analyze and change the overall gaming experience of (digital) games
- understand and explain advanced game design practices
- based on design documentation to detect contradictions in the design and to prevent potential production barriers
- better understand player experience and test design hypotheses on a group of players
Course outcome:
- 1x text: review of the game design publication | solo work
- 1x design: digital game design | solo work
- 1x play: polished board game ready for the release | teamwork
- 1x game: digital game prototype | teamwork - Syllabus
- 00 WORKSHOP - GameDesignChallenge (one of the weeks during the course - operationally)
- 01 Game design ontology
- 02 Semiotics and abstract analysis in games
- 03 Emergent systems and gameplay
- 04 Randomness and probability
- 05 Adaptive difficulty, game balancing and accessibility
- 06 Pleasure, boredom, anxiety, challenge
- 07 Decisions
- 08 Game world and Player character
- 09 Games as narrative medium
- 10 From cheats to modifications and (fan) communities
- 11 Designing metagame
- Literature
- required literature
- TEKINBAŞ, Katie Salen and Eric ZIMMERMAN. Rules of play : game design fundamentals. London: MIT, 2004, xv, 672. ISBN 0262240459. info
- recommended literature
- KOSTER, Raph. A theory of fun for game design. Sebastopol: O'Reilly Media, 2014, xviii, 279. ISBN 9781449363215. info
- FULLERTON, Tracy. Game design workshop : a playcentric approach to creating innovative games. Edited by Eric Zimmerman. 3rd edition. Boca Raton, FL: CRC Press, Taylor & Francis, 2014, xxvii, 507. ISBN 9781482217162. info
- SCHELL, Jesse. The art of game design : a book of lenses. 1st ed. Burlington: Morgan Kaufmann, 2008, xxx, 489. ISBN 9780123694966. info
- A theory of fun for game design. Edited by Raph Koster. Scottsdale, AZ: Paraglyph Press, 2005, x, 244 p. ISBN 1932111972. info
- Teaching methods
- lectures, workshops, reading and research notes, team (video) game design and prototyping
- Assessment methods
- group discussion of the team projects, submission of texts (research notes, own design), intermediate tasks
- Language of instruction
- English
- Further Comments
- Study Materials
The course is taught annually.
- Enrolment Statistics (Spring 2020, recent)
- Permalink: https://is.muni.cz/course/fi/spring2020/PA216