COMPUTER GAME DESIGN
Winter 2005 - IT University, Copenhagen
Teacher: Gonzalo Frasca (frasca (at) itu (dot) dk)
T.A.: Laust Juul Christensen (ljc (at) itu (dot) dk)

Here's the link to last semester's games.

February 3rd - Introduction

Please read this article for the first class.
*Shelley, Bruce: "Guidelines for Developing Successful Games". Gamasutra (free registration required), 2001.
http://www.gamasutra.com/features/20010815/shelley_01.htm

February 10th - Design

*Donald Norman. Affordances and Design.
http://www.jnd.org/dn.mss/affordances_and_desi.html

*Donald Norman. Emotions and design
http://www.jnd.org/dn.mss/emotion_design_at.html

*Donald Norman. People and things
http://www.jnd.org/dn.mss/emotional_design_pe.html

Group #1 Game Presentation

February 17th - Toys, Toy Design

*Clive Thompson. Phenomenon: The Play’s the Thing.
http://www.nytimes.com/2004/11/28/magazine/28PHENOM.html?ei=5090&en=2331603dc0efbf47&ex=1259384400&partner=rssuserland&pagewanted=print&position=

*Kid Robot
http://kidrobot.com/gallery.php?view_start=0&view_limit=0&keyword=&list_category=&list_manufacturer=&list_artist=

Group #2 Game Presentation

 

February 24th - Game Design / Gameplay

*Noah Falstein: "The 400 project". 2001-2004.
http://www.theinspiracy.com/GD1ShortTermGoals.htm
http://www.theinspiracy.com/400_so_far.htm

*Tracy Fullerton, Christopher Swain, Steven Hoffman: "Improving Player Choices". Gamasutra 2004.
http://www.gamasutra.com/features/20040310/fullerton_01.shtml

Group #3 Game Presentation



March 3rd - Game Document

*Mark Cerny & Michael John: Myth vs. Method. Game Developer June 2002
See also its audiovisual presentation at http://www.gamasutra.com/features/slides/cerny/index.htm

* Tim Ryan: "The Anatomy of a Design Document, Part 1: Documentation Guidelines for the Game Concept and Proposal". Gamasutra 1999.
http://www.gamasutra.com/features/19991019/ryan_01.htm

*Tim Ryan: "The Anatomy of a Design Document, Part 2: Documentation Guidelines for the Functional and Technical Specifications". Gamasutra 1999.
http://www.gamasutra.com/features/19991217/ryan_01.htm

Group #4 Game Presentation ( Lisa, Luise, Mads and Peter)



March 10th - Genres - Platforms
Games galore!

*Keita Takahashi. The Singular Design of Katamari Damacy. Postmortem. Game Developer Magazine. December 2004.

Group #5 Game Presentation - Susanne M¯ller Nielsen /Jonas Koop / Rasmus Wind / Roman Spycher



March 17th - Storytelling

*Jesper Juul. Games telling stories? A brief note on games and narratives. Game Studies. http://www.gamestudies.org/0101/juul-gts/

* Don Carson: "Environmental Storytelling: Creating Immersive 3D Worlds Using Lessons Learned from the Theme Park Industry". Gamasutra 2000.
http://www.gamasutra.com/features/20000301/carson_01.htm

Group #6 Game Presentation - Anna and Sissel and Jeppe

March 24th
Easter Holiday

March 31st - Production - Testing

*Bill Fulton: "Beyond Psychological Theory: Getting Data that Improve Games". Gamasutra 2002.
http://www.gamasutra.com/gdc2002/features/fulton/fulton_01.htm

* Medlock, Wixon, Terrano, Romero, Fulton: "Using the RITE method to improve products; a definition and a case study". 2003.
http://download.microsoft.com/download/5/c/c/5cc406a0-0f87-4b94-bf80-dbc707db4fe1/mgsut_MWTRF02.doc.doc

Group #7 Game Presentation - Ole Toubro, Jakob Nielsen and Frederik Hermund.

Extra reading:
* http://www.microsoft.com/playtest/publications.htm



April 7th - Serious Games

*Stewart Woods. Loading the Dice: the challenge of Serious Games. Game Studies, 2004.

*Gonzalo Frasca. Videogames of the Oppressed: critical thinking, education, tolerance and other trivial issues. in First Person: New Media as Story, Performance, and Game Pat Harrington and Noah Wardrip-Fruin (Eds.) MIT Press, 2004.
Recommended reading: Augusto Boal. Games for Actors and non-actors. Routledge.

Group #8 Game Presentation - Hakan / Peter Josef / Martin

April 14th - Games as communication / Advergaming

*Gonzalo Frasca. Simulation versus Narrative: Introduction to Ludology in The Video Game Theory Reader, Edited by Mark J.P. Wolf & Bernard Perron. Routledge, 2003.

*Gonzalo Frasca. Playing for the White House: videogames in the curent US Presidential Campaign, Interact Magazine

Group #9 Game Presentation - Mads Hansen / Sune Matras / Joseph Philip

 

April 21th - Game Marketing / The workplace

*Ian MacInnes. Internet Business Models:
New Options for Game Developers. http://www.gamasutra.com/features/20000605/macinnes_01.htm

*Candy packaging
http://www.jasonzada.com/special/japanesedesign/

*ArmchairArcade. Game Packaging
http://www.armchairarcade.com/aamain/content.php?article.20

* EA Spouse. http://www.livejournal.com/users/ea_spouse/274.html

April 29th

Hand-in of exam (oral examination dates will be set later)



Details on Presentations/Exam

Click here to view ideas/brainstorms


Game Presentations: They will be held by groups of 4 students, based on a game or videogame that they selected (we need to agree on a list so there is no overlapping). The presentations will need to answer most of the following questions: why the game is relevant, how they relate to other games, positives and negative aspects, possible modifications, information about the designer(s), design constraints. The group will hand in a short document (2-4 pages) describing the game.
Presentations can be done through any form that the presenters consider to be pertinent.
The duration of the presentation will not exceed 30 minutes, including questions.

Exam: The final exam requires that groups submit a game design, a design document, a production report and a prototype. The defense will be done individually and orally.

You can use this example as a template of design document (use only the design document within that zip file). Remember that this is a template. You may need to add or remove sections depending on your design. Remember also to include at least the description of one game session that goes through the most relevant aspects of your game.

The production report should include a schedule and a post-production section (aka postmortem) where you describe what went right and wrong with your production.