Module Database Search
MODULE DESCRIPTOR | |||
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Module Title | |||
Game Design and Gameplay | |||
Reference | CM2120 | Version | 1 |
Created | October 2023 | SCQF Level | SCQF 8 |
Approved | July 2018 | SCQF Points | 15 |
Amended | March 2021 | ECTS Points | 7.5 |
Aims of Module | |||
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This module aims to provide students with a comprehensive understanding of the principles and techniques essential for effective game design. Through theoretical exploration, hands-on exercises, and analysis of existing games, students will develop the knowledge and skills required to conceptualise, create, and refine engaging gameplay experiences across various genres and platforms. |
Learning Outcomes for Module | |
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On completion of this module, students are expected to be able to: | |
1 | Adapt foundational principles of game design, including player motivation, game mechanics, and player feedback loops. |
2 | Categorise existing games to understand how game systems and mechanics contribute to player engagement and satisfaction. |
3 | Undertake the development of an original game concept incorporating consideration for innovative mechanics, player objectives, and narrative elements. |
4 | Combine user centred design principles to ensure intuitive, enjoyable, and accessible gameplay experiences for a diverse audience. |
5 | Practice playtesting and iterative design processes to refine game mechanics, difficulty levels, and player progression for optimal player satisfaction. |
Indicative Module Content |
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Game Design; Definitions, roles, history. Fundamentals; Player motivation and psychology, MDA framework, feedback loops and reward. Game Mechanics Analysis; Player experience, analysing game systems, rules, interactions and key mechanics. Conceptualising Gameplay Experiences; Ideation techniques, defining player objectives, challenge, narrative elements and storytelling. User-Centred Design Principles; Player personas, user profiles, usability testing and player feedback, accessibility. Balancing; Playtesting, monetisation, iteration, player progression and difficulty, cohesive experience. Prototyping; Tools, functional prototypes, player control and interaction. Presentation; Showcasing, critique, adaptive gameplay and appraisal. |
Module Delivery |
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Key concepts are introduced and illustrated through lectures. In the laboratories the students will progress through a series of practical exercises and insightful discussions in order to develop sufficient knowledge and practice of effective game design and gameplay. |
Indicative Student Workload | Full Time | Part Time |
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Contact Hours | 30 | N/A |
Non-Contact Hours | 120 | N/A |
Placement/Work-Based Learning Experience [Notional] Hours | N/A | N/A |
TOTAL | 150 | N/A |
Actual Placement hours for professional, statutory or regulatory body |   |   |
ASSESSMENT PLAN | |||||
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If a major/minor model is used and box is ticked, % weightings below are indicative only. | |||||
Component 1 | |||||
Type: | Coursework | Weighting: | 100% | Outcomes Assessed: | 1, 2, 3, 4, 5 |
Description: | Coursework that includes a combination of game design documentation and prototype demonstration. There will also be reporting that performs a critical analysis of existing, relevant games in the context of the module. |
MODULE PERFORMANCE DESCRIPTOR | |
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Explanatory Text | |
The calculation of the overall grade for this module is based on 100% weighting of Component 1. An overall minimum grade D is required to pass the module. | |
Module Grade | Minimum Requirements to achieve Module Grade: |
A | To achieve an A, the student needs to achieve an A in Component 1 |
B | To achieve a B, the student needs to achieve a B in Component 1 |
C | To achieve a C, the student needs to achieve a C in Component 1 |
D | To achieve a D, the student needs to achieve a D in Component 1 |
E | To achieve an E, the student needs to achieve an E in Component 1 |
F | To achieve an F, the student needs to achieve an F in Component 1 |
NS | Non-submission of work by published deadline or non-attendance for examination |
Module Requirements | |
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Prerequisites for Module | None. |
Corequisites for module | None. |
Precluded Modules | None. |
INDICATIVE BIBLIOGRAPHY | |
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1 | Salen Tekinbas, K., & Zimmerman, E. (2020). Rules of Play: Game Design Fundamentals (2nd ed.). The MIT Press. |
2 | Juul, J. (2020). Handmade Pixels: Independent Video Games and the Quest for Authenticity. The MIT Press. |
3 | Fullerton, T. (2020). Game Design Workshop: A Playcentric Approach to Creating Innovative Games (4th ed.). CRC Press. |
4 | Schell, J. (2021). The Art of Game Design: A Book of Lenses (3rd ed.). CRC Press. |
5 | Sheldon, L. (2021). Character Development and Storytelling for Games (2nd ed.). CRC Press. |