Learning outcomes |
Objectives (Game Balance):
Game balance component aims to introduce the theme of balancing digital games, studying different problems inherent to a digital game in terms of the different dimensions of balancing, how to identify them, and possible solutions and approaches that can be taken to solve them . At the end of UC, students should be able to identify balancing problems in a digital game, in its various dimensions, and propose different approaches to solve them.
Objectives (Monitoring):
Monitoring component aims to present flexible product development models such as Lean Startup and Agile, which allow a given artifact (in this case video games) to be tracked and improved over time. In a complementary way, frameworks and techniques will also be introduced regarding metrics so that they are applied in videogames’ real context.
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Main Bibliography |
Bibliografia (Balacing):• Schell, Jesse (2008). The Art of Game Design – A Book of Lenses. Morgan Kaufmann, California, USA.• Sylvester, Tynan (2013). Designing Games: A Guide to Engineering Experiences. Published by O’Reilly Media, Inc., Sebastopol,California, USA.• Koster, R. (2013). A Theory of fun for game design. Paraglyph Press, Scottsdale, Arizona, USA.• Adams, Ernest (2013). Fundamentals of Game Design, New Riders, California, USA.• Rollings, Andrew and Adams, Ernest (2003). on Game Design, New Riders, California, USA.Game Balance Concepts, by Ian Schreiber Jogos digitais no contexto escolar, por Felipe Fros A proposal for an advanced strategic MMOG, by Pedro de Almeid
(Monitoring):• Osterwalder, A., & Pigneur, Y. (2010). Business model generation: a handbook for visionaries, game changers, and challengers. JohnWiley & Sons.• Croll, A., & Yoskovitz, B. (2013). Lean analytics: Use data to build a better startup faster. " O'Reilly Media, Inc.".• Schwaber, K
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