|Kursusnavn (dansk):||Game World Design |
|Kursusnavn (engelsk):||Game World Design |
|Semester:||Forår 2018 |
|Udbydes under:||cand.it., spil (games) |
|Omfang i ECTS:||7,50 |
|Min. antal deltagere:||1 |
|Forventet antal deltagere:||0 |
|Maks. antal deltagere:||50 |
|Formelle forudsætninger:||This is course offers an introduction to world design and asset prototyping for games. A wide knowledge of games from different genres and game development tools is desirable, even if not required. Participants must be willing to familiarize themselves with a game engine, a 3D program and a 2D program of their own choice, engage with theory, and work iteratively on their world design. |
|Læringsmål:||After successful completion of the course, students will be able to:
- Create game world concepts
- Reflect on the audio-visual and technical dimension of content creation in a digital game
- Communicate about and collaborate in creating game worlds/assets professionally
- Create and use concept art (sketches, storyboards, art bibles)
- Pitch a design concept audio-visually (game world concept pitch presentation, mock-up trailer, posters)
- Generate prototype in-game assets (gray-box level layout incl. 2D or 3D elements)
- Reflect on the production processes, pipelines and tools
|Fagligt indhold:||The course is conceived as a companion to the Games Programme courses on Game Prototyping and Game Production. Whereas these courses focus on developing gameplay, Game World Design focuses on the prototyping of game worlds. It will comprise three major dimensions: Conceptual world design, prototype asset development, and presentation of concepts and results.
In the conceptual section, the course will focus on general considerations of worldness and world building, basic narrative considerations, and character logic. The prototype asset development section will focus on implementing these conceptual reflections. This includes the development of a visual pitch for a digital game and implementing a prototype of the game world concept, including assets, in a game engine of your choice. In general, this will include the production of a vertical slice of a gameworld. The presentation component consists in presentation and feedback on intermediate and final results of this design process to prepare for in-team as well as customer communication of projects under development.
|Læringsaktiviteter:||14 ugers undervisning bestående af forelæsninger og øvelser|
The course consists of 14 weeks of lectures and exercises.
Participants are expected to attend lectures and participate in the exercises and project supervision.
Participants will form groups at the beginning of the semester. The groups will develop one game world each throughout the course of the semester. Participants have the opportunity to present stages of their project development at three points in the semester to class and submit a written version (as an ongoing portfolio-work throughout the semester) and receive feedback on them. Both the final world prototype and the portfolio documenting the work will be handed in and defended in the final exam, and there will be no additional later supervision for exam preparation. Submission of the preliminary results is therefore not mandatory, but highly recommended.
|Obligatoriske aktivititer:||Der er ingen obligatoriske aktiviteter. Vær venlig KUN at ændre denne tekst når der er obligatoriske aktiviteter./
There are no mandatory activities. Please, change this text ONLY when there are mandatory activities.
|Eksamensform og -beskrivelse:||D22: Aflevering med mundtlig eksamen suppleret af aflevering., (7-scale, external exam)|
Submission of portfolio-work.
The oral exam takes 20 minutes, and includes presentation, questions, voting and feedback.
Students submit a final game world prototype and the portfolio documenting the work. The oral exam consists of a very short presentation of the student's contribution to the prototype and a discussion of both the finished prototype and reflections on the work process.
Form of group exam: Mixed exam 1
See Study Guide -> Exams -> Course Exams -> Exam Forms for more information.
|Litteratur udover forskningsartikler:||Wolf, Mark J. P. (2012): Building Imaginary Worlds: The Theory and History of Subcreation. New York: Routledge.
Isbister, Katherine (2006): Better Game Characters by Design: A Psychological Approach. San Francisco: Elsevier.