Module Details

The information contained in this module specification was correct at the time of publication but may be subject to change, either during the session because of unforeseen circumstances, or following review of the module at the end of the session. Queries about the module should be directed to the member of staff with responsibility for the module.
Title CREATIVE PRINCIPLES IN GAME DESIGN
Code SOTA103
Coordinator Dr PA Turowski
Music
Paul.Turowski@liverpool.ac.uk
Year CATS Level Semester CATS Value
Session 2022-23 Level 4 FHEQ First Semester 15

Aims

To provide a conceptual basis for practical game design. To gain a better understanding of how existing games are crafted. To cultivate a stable workflow in the design of games. To develop the ability to articulate ideas about game design.


Learning Outcomes

(LO1) Students will describe the fundamental principles of game design, particularly in the digital medium.

(LO2) Students will explain how games from different eras have implemented game design principles.

(LO3) Students will apply fundamental principles in the production of original game designs.

(LO4) Students will clearly articulate design ideas to others.

(S1) Research.

(S2) Critical thinking.

(S3) Comprehension.

(S4) Creativity and adaptability.

(S5) Time and project management; organization skills.

(S6) Communication (oral, written, visual).

(S7) Writing.

(S8) IT/technical skills.


Syllabus

 

Topics covered in this module include: The video game as a designed experience. Interfaces and user interaction. The design of success/failure and reward systems. Structuring Flow and balance. Implementation of chance. Autonomous agents and AI .


Teaching and Learning Strategies

Teaching Method 1 - Lecture
Description: Lectures introduce and reinforce core content.
Attendance Recorded: Yes
Notes: Students are expected to complete readings or do short assignments each week in support of the lecture content.
Unscheduled Directed Student Hours (time spent away from the timetabled sessions but directed by the teaching staff): 24

Teaching Method 2 - Seminar
Description: Seminars allow for small-group discussions and exercises to engage with lecture content in a practical manner.
Attendance Recorded: Yes
Notes: Seminars begin in Week 2.


Teaching Schedule

  Lectures Seminars Tutorials Lab Practicals Fieldwork Placement Other TOTAL
Study Hours 24

11

      24

59
Timetable (if known)              
Private Study 91
TOTAL HOURS 150

Assessment

EXAM Duration Timing
(Semester)
% of
final
mark
Resit/resubmission
opportunity
Penalty for late
submission
Notes
             
CONTINUOUS Duration Timing
(Semester)
% of
final
mark
Resit/resubmission
opportunity
Penalty for late
submission
Notes
Students will create design documents for an original game idea. There is a resit opportunity. Standard UoL penalty applies for late submission. This is an anonymous assessment. Assessment Sche    70       
An analysis of the design choices made in an existing game. There is a resit opportunity. Standard UoL penalty applies for late submission. This is not an anonymous assessment. Assessment Sched    30       

Recommended Texts

Reading lists are managed at readinglists.liverpool.ac.uk. Click here to access the reading lists for this module.