Curricular Unit:Code:
Computer Games Design831CJCO
Year:Level:Course:Credits:
3UndergraduateComputer Systems Engineering4 ects
Learning Period:Language of Instruction:Total Hours:
Portuguese/English52
Learning Outcomes of the Curricular Unit:
This course aims to introduce the concepts about the design of computer games and the technologies that support them, as well as providing the student with knowledge about game development.
Upon successfully completing this course, students should be able to:
- Define the concept of computer games, as well as recognize the history and market of computer games
- Designing computer games
- Understand the production of computer games
- Understand the concepts of player, player experience and gameplay
- Understand the different existing game development platforms
- Develop a computer game using an appropriate platform
- Understand the concepts of game pitch and game post mortem
Syllabus:
1. Definition of Computer Game
2. History and Market of Computer Games
3. Computer Game Design
4. Production of Computer Games
5. The concepts of player, player experience and gameplay
6. Game development platforms
7. Game development with appropriate platforms
8. Pitch and Post Mortem of Computer Games
Demonstration of the Syllabus Coherence with the Curricular Unit's Objectives:
The syllabus is consistent with the learning objectives of the course since there is a great convergence between the chapters of the course program and the knowledge that the student is supposed to acquire in each of these chapters. The fundamental concepts of computer game design are presented through the different sections of the syllabus. Learning objectives are achieved by complementing theoretical concepts with practical examples. The different tasks of the computer game development process are applied to a project proposed to the students.
Teaching Methodologies (Including Evaluation):
The transmission of knowledge in this course will be carried out using theoretical and practical classes, where the fundamental concepts for understanding the program themes are presented. Students also have the opportunity to apply and develop a concrete project that complement the experience based on the topics covered. The evaluation is continuous, through a written test (60%) applied during the semester on the subject taught in the classroom. The assessment is also complemented with a practical project that consists of the development of a computer game (40%).
Demonstration of the Coherence between the Teaching Methodologies and the Learning Outcomes:
The teaching / learning methodology applied in this course as well as its evaluation system are perfectly aligned with the objectives to be achieved by the students at the end of the school term. Theoretical concepts are presented, discussed, applied and evaluated in the context of theoretical-practical classes, which guarantees students a solid base of fundamental knowledge to understand in depth the challenges that arise in this area of knowledge. On the other hand, so that the study is not restricted to conceptual models, a concrete game / case study is also presented and implemented using a game development platform. This combination guarantees a training for students that allows them to know the scientific fundamentals essential to a good understanding of the topic as well as the ability to adapt to constant technological changes. The evaluation process, consisting of two theoretical tests and practical work, also guarantees a correct balance between the effort dedicated to both components. The objective is to train professionals who are knowledgeable about state-of-the-art techniques and tools, but also to guarantee their capacity for future evolution. In this curricular unit, concepts related to game design are presented and applied to solve a practical work.
Reading:
[1] Vasconcelos, J. B., Ribeiro, N. “Tecnologias de Programação de Jogos”, FCA, 2013.
[2] Martinho, C., Santos, P., Prada, R., “Design e Desenvolvimento de Jogos”, FCA, 2014.
[3] Simões, A., “Introdução ao Desenvolvimento de Jogos com Unity”, FCA, 2017.
[4] Schell, J., “The Art of Game Design A Book of Lenses”, 3ed, CRC Press, 2019.
[5] Fullerton, T., “Game Design Workshop”, 4ed, CRC Press, 2018.