CSC3231 : Graphics for Games
- Offered for Year: 2024/25
- Available to incoming Study Abroad and Exchange students
- Module Leader(s): Dr Chris Holder
- Owning School: Computing
- Teaching Location: Newcastle City Campus
Semesters
Your programme is made up of credits, the total differs on programme to programme.
Semester 1 Credit Value: | 10 |
ECTS Credits: | 5.0 |
European Credit Transfer System | |
Aims
To give students an understanding of both the theories and practices that underpin good game design. Through this module, students will develop the knowledge and skills to apply several theoretical game design frameworks to the critical analysis of existing game systems, as well as to design, prototype, and implement their own advanced gameplay mechanic systems
Outline Of Syllabus
History – how the design of systems of play have evolved through ancient games, sports, tabletop games, early and modern video games.
Theory and critical analysis – understanding theories of play, Ludology and Narratology, Mechanics, Dynamics and Aesthetics, and how to apply them to the analysis of games designs.
Systems Design – combining and balancing multiple complex systems to create a coherent holistic experience.
Visual Communication – world building and level design, including techniques for pre-empting and guiding the player through visual cues.
Methodologies – commonly used approaches for implementing game designs, including iterative, top-down vs bottom-up, and player-centric vs systems-centric design paradigms.
Teaching Methods
Teaching Activities
Category | Activity | Number | Length | Student Hours | Comment |
---|---|---|---|---|---|
Scheduled Learning And Teaching Activities | Lecture | 11 | 1:00 | 11:00 | Traditional lectures PIP |
Guided Independent Study | Assessment preparation and completion | 6 | 1:00 | 6:00 | Preparation of Gameplay Prototype |
Guided Independent Study | Assessment preparation and completion | 12 | 1:00 | 12:00 | Preparation of Game Design Document |
Scheduled Learning And Teaching Activities | Practical | 11 | 1:00 | 11:00 | Computer classroom PIP |
Guided Independent Study | Independent study | 49 | 1:00 | 49:00 | Background reading |
Guided Independent Study | Independent study | 11 | 1:00 | 11:00 | Lecture follow-up |
Total | 100:00 |
Teaching Rationale And Relationship
Techniques and theory are presented in lectures. Supervised practical classes on a PC cluster room provide experience of implementing game mechanic systems and design methodologies with help available.
Assessment Methods
The format of resits will be determined by the Board of Examiners
Other Assessment
Description | Semester | When Set | Percentage | Comment |
---|---|---|---|---|
Practical/lab report | 1 | M | 70 | Game Design Document - Report detailing gameplay systems of a novel game design (2000 – 3000 words) |
Design/Creative proj | 1 | M | 30 | Gameplay Prototype - Gameplay prototype showcasing core mechanics (software equivalent of 1000 words) |
Assessment Rationale And Relationship
The Game Design Document is intended to demonstrate that students understand the game design process and can apply the theory taught in lectures, while the Gameplay Prototype demonstrates that students can successfully implement their game design ideas within a game engine.
Reading Lists
Timetable
- Timetable Website: www.ncl.ac.uk/timetable/
- CSC3231's Timetable