Module Code: |
H8GS |
Long Title
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Game Systems
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Title
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Game Systems
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Module Level: |
LEVEL 8 |
EQF Level: |
6 |
EHEA Level: |
First Cycle |
Module Author: |
Alex Courtney |
Departments: |
School of Computing
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Specifications of the qualifications and experience required of staff |
PhD or Master’s degree in a business and/or tech-related field. May have industry experience also.
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Learning Outcomes |
On successful completion of this module the learner will be able to: |
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Learning Outcome Description |
LO1 |
Demonstrate fundamental concepts and an in-depth understanding of games, game systems, and design principles to recognise the mindset of a gamer to systematically design games that promote engagement, interactivity, and fun. |
LO2 |
Design the entire player experience by building game mechanics that work together to create that experience by creating gameplay, storytelling, level design and core loops |
LO3 |
Analyse and apply the latest technologies to build a game with high-level background design, diverse characters, various effects such as lighting, sound, etc. |
LO4 |
Demonstrate your game is ready for production by documenting, playtesting, and iterating early prototypes. |
Dependencies |
Module Recommendations
This is prior learning (or a practical skill) that is required before enrolment on this module. While the prior learning is expressed as named NCI module(s) it also allows for learning (in another module or modules) which is equivalent to the learning specified in the named module(s).
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No recommendations listed |
Co-requisite Modules
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No Co-requisite modules listed |
Entry requirements |
Learners should have attained the knowledge, skills and competence gained from stage 3 of the BSc (Hons) in Computing.
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Module Content & Assessment
Indicative Content |
Concepts and Process
History of games, Game systems, Kinds of Play, The player experience, Game strategy
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Designing Games
Game mechanics, game dynamics, game aesthetics, Objects and Properties, Follow up, Behaviours, Relationships, Balance, Emergence, The structure of systems, Narrative, Stories
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Level design and story telling
Process, Premise, Sketch, Level design and storytelling, Level design practices
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Characters
Playable characters, NPCs and enemies, Character statistics, Character design, Diversity
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UI, User Experience, and Accessibility
Listing and prioritising information, UI tips and tricks, Style guides, Theme and pacing, in-game teaching techniques, increasing accessibility, teaching game systems, Localisation
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Sound, lighting, camera, and effects
Adding sound, types of illumination, camera and projections, various effects
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Playtesting and Game Feedback
QA, GUR principles, Usability, Analytics and metrics, Follow up, System design & agency, Tight and loose systems, Machinations to model systems, Game balancing,
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Documentation and production
Purpose, Structure, Asset list, Gameplay features, Art style/Visual design, Story/narrative, level design, Getting ready for production and case studies
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Assessment Breakdown | % |
Coursework | 100.00% |
AssessmentsFull Time
Coursework |
Assessment Type: |
Formative Assessment |
% of total: |
Non-Marked |
Assessment Date: |
n/a |
Outcome addressed: |
1,2,3,4 |
Non-Marked: |
Yes |
Assessment Description: Formative assessment will be provided on the in-class individual or group activities. |
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Assessment Type: |
Proposal |
% of total: |
30 |
Assessment Date: |
n/a |
Outcome addressed: |
1,2 |
Non-Marked: |
No |
Assessment Description: Propose a game that you want to build and describe how it meets design principles by building game mechanics and creating gameplay, storytelling, level design and core loops |
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Assessment Type: |
Project |
% of total: |
70 |
Assessment Date: |
n/a |
Outcome addressed: |
1,2,3,4 |
Non-Marked: |
No |
Assessment Description: The students will be asked to first produce a document that details their game design. The design of the game will reflect the understanding of design principles, game mechanics, game dynamics, aesthetics. Module assessments will make sure the students who pass this module not only have in-depth knowledge, but can analyse, design, develop and evaluate a game based on various parameters that are listed below: What games are, and how systems thinking can help you think about them more clearly How to systematically promote engagement, interactivity, and fun What you can learn from MDA and other game design frameworks How to create gameplay and core loops How to design the entire player experience, and how to build game mechanics that work together to create that experience How to capture your game's "big idea" and Unique Selling Proposition How to establish high-level and background design and translate it into detailed design How to build, play, test, and iterate early prototypes How to build your game design career in a field that keeps changing at breakneck speed |
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No End of Module Assessment |
Reassessment Requirement |
Repeat examination
Reassessment of this module will consist of a repeat examination. It is possible that there will also be a requirement to be reassessed in a coursework element.
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Reassessment Description Coursework Only This module is reassessed solely on the basis of re-submitted coursework. There is no repeat written examination. This module is reassessed solely on the basis of re-submitted coursework. There is no repeat written examination. The student will submit the game and a report on game design, testing, and documentation.
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NCIRL reserves the right to alter the nature and timings of assessment
Module Workload
Module Target Workload Hours 0 Hours |
Workload: Full Time |
Workload Type |
Workload Description |
Hours |
Frequency |
Average Weekly Learner Workload |
Lecture |
Classroom & Demonstrations (hours) |
24 |
Every Week |
24.00 |
Tutorial |
Other hours (Practical/Tutorial) |
24 |
Every Week |
24.00 |
Independent Learning |
Independent learning (hours) |
202 |
Every Week |
202.00 |
Total Weekly Contact Hours |
48.00 |
Module Resources
Recommended Book Resources |
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David Baron ,. (2019), , Hands-On Game Development Patterns with Unity.
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Jesse Schell ,. (2019), ,The Art of Game Design: A Book of Lenses ,Third.
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Adam Kramarzewski and Ennio De Nucci ,. (2018), ,Practical Game Design: Learn the art of game design through applicable skills and cutting-edge insights.
| Supplementary Book Resources |
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Brenlla Ramos, Brais and P. Doran, John ,Unreal Engine 4 Shaders and Effects Cookbook: Over 70 recipes for mastering post-processing effects and advanced shading techniques.
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Ross Berger ,. (2019), ,Dramatic Storytelling & Narrative Design: A Writer's Guide to Video Games and Transmedia.
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Macklin / Sharp, Colleen ,. (2016), , Games, Design and Play: A Detailed Approach to Iterative Game Design.
| This module does not have any article/paper resources |
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This module does not have any other resources |
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