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Veranstaltungsbeschreibung

143406a Mobile Game Design

Zuletzt geändert:29.07.2020 / von Carlsburg
EDV-Nr:143406a
Studiengänge:
Dozent:
Sprache: Deutsch
Art: -
Umfang: 2 SWS
ECTS-Punkte: 5
Prüfungsform:
Bemerkung zur Veranstaltung: Unterrichtssprache Englisch, Teilnehmerbeschränkung ÜGR: Studierende, die das Mod.143406 Mobile Game Design erbracht haben, dürfen das Modul 143410 nicht mehr erbringen
Beschreibung: ****** Wichtiger Hinweis zum Sommersemester 2020 *****
Die Veranstaltung wird während der SARS-CoV-2-bedingten Beschränkungen im Sommersemester 2020 zunächst als synchroner Distance-Learning-Kurs angeboten. Der Zugang erfolgt über die e-learning platform Moodle
e-learning.hdm-stuttgart.de Es gilt der Stundenplan laut Starplan. Änderungen des Stundenplans oder aktuelle Meldungen erhalten Sie, sobald Sie sich online im Vorlesungsverzeichnis für den Kurs eingeschrieben haben.
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In this seminar you will learn about scientific approaches to games design. Produce a game design scope based on the theory provided, design a playable prototype, evaluate the game prototype and produce a short game design paper

While the main purpose of the game desing paper is to scecify the holisitc game (the prototype will only represent a vertical slice of the game) it will also invite for critical discussion of desing options (and by association the desing methods chosen) and thus invite students to critically refelect upon thier desing skills.

Game Design Theory
–What is Game Design
–Player Types
–MDA Theory
–Game Design Principles
–Game Design Patterns
–Game Mechanics
–Game based Graphics Design
–Game User Interface Design
–Interaction Design, Game Structure & Flow
–Game Design Process

Assignment 1: Deconstruct a Game based on Game Theory Storytelling
–Storyworld
–Magic Circle
–Storytelling Tools for Game Design

Game Design Creativity Workshops
–We will organize a number of Workshops after we learned about the Game Design Theory
Tools (You are required to learn those tools self sufficiently!)
Graphics 2D
- Photoshop
- Gimp
Prototyping
http://proto.io/
https://www.scirra.com/construct2
Unity
–Storytelling Tool
to be announced

Final Assignment : Game Design Paper in an ACM Format as well as a self-explanatory Click Prototype of one part of the game
English Abstract: In this praxis-oriented seminar, we will form teams (2-max 5 students) and work on a "vertical slice of a game". A vertical slice is a portion of a game that acts as a proof of concept for investors or other stakeholders within the games industry who plan to fund games. Students start the design process by forming interests groups and deconstructing a game of their choice using a reverse engineering approach with the purpose of understanding the various factors that will play into a holistic gaming experience. The purpose of the teamwork is to enable critical discussions and design reflections. After some creativity workshops, the students start then to form game design teams and create low fidelity prototypes and organize a number of playtests to evaluate and critically discuss game mechanics, dynamics or aesthetics. After an analysis phase, the students then start working on their final seminar project, a “Vertical Slice of a Game”. Throughout an iterative design process, the students will critically discuss and reflect upon design methods and design options for the purpose of learning how to apply a player-centered approach and conduct an empirical study for games. Due to the interdisciplinary nature, students will be invited to consider technological, design and business concepts and how they may influence holistic design decisions.
Literatur: The Art of Game Design: A Book of Lenses (Jesse Schell)
Scott Rogers: Level Up, The Guide to Great Video Game Design (2014)
Schell: The Art of Game Design: (2008)
Dr. Claudio Scolastici & David Nolte; Mobile Games Design Essentials (2013)
Chris Solarski: Drawing Basics and Video Game Art: Classic to Cutting-Edge Art Techniques for Winning Video Game Design (2012)
Saunders, Novak, Saunders: Game Development Essentials: Game Interface Design (2012)
Hassenzahl: Experience Design, Technology for all the right reasons, 2010
Anderson: Seductive Interaction Design: Creating Playful, Fun, and Effective User Experiences (Voices That Matter) 2012
Gothelf: Lean UX: Applying Lean Principles to Improve User Experience, (2013)
Buxton: Sketching User Experiences (2010) & http://www.billbuxton.com/
Trayor and All: User Experiences Design. Smashing Design Book (2012)
Fadeyev and All: User Experience Practical Techniques. Smashing Design Book (2012)
Csikszentmihalyi: The Psychology of Optimal Experience (2008)
Pink: The Surprising Truth about What Motivates Us (2009)
Csikszentmihalyi: Flow, The Psychology of Optimal Experience, (2008)
Zichermann: Gamification by Design, O'Reilly (2012)


Weitere Literatur finden Sie in der HdM-Bibliothek.
Internet: http://www.gamasutra.com/
Wiki Links:
http://gamification.org/wiki/Game_Mechanics
http://en.wikipedia.org/wiki/Video_game_genres
http://gdp2.tii.se/index.php/Main_Page
EXTRA Credits Video 'Lectures'
https://www.youtube.com/watch?v=NBHircZu5EI