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Design of Digital Games I

Code 13816
Year 1
Semester S1
ECTS Credits 6
Workload PL(30H)/TP(30H)
Scientific area Game Design
Entry requirements None.
Mode of delivery Theoretical and practical
Work placements It does not have.
Learning outcomes • Introduce methods to conceptualize Digital Games
• Research users context and identify opportunities
• Perform creative techniques for generation and selection of concept alternatives for the video game project
• Define and plan strategies for user acquisition, retention and monetization
• Delve into users' aesthetic repertoire
• Prototype selected concepts
• Elaborate final pitch for the project > • Introduce methods to conceptualize Digital Games
• Research users context and identify opportunities
• Perform creative techniques for generation and selection of concept alternatives for the video game project
• Define and plan strategies for user acquisition, retention and monetization
• Delve into users' aesthetic repertoire
• Prototype selected concepts
• Elaborate final pitch for the project
Syllabus MODULE 1. Note: At this stage of the methodology students should use Research and Design methods to gather information about the context of the users.

MODULE 2. Conception: Introduction and application of creative methods for generation (through methods such as 635 Brainwrite) and selection of ideas (multidisciplinary heuristics) so that the students are able to conceptualize their games according to the research developed in the Observation phase.

MODULE 3. Configuration: In this module, students should first investigate the aesthetic repertoire of their users and elaborate visual proposals consistent with the purpose of each project.

MODULE 4. Planning and execution: Develop of all Backlog items to be executed for the videogame project.
Main Bibliography Brown, T. (2008). Design thinking. Harvard Business Review, 86(6), 84.

Baxter, M. (2000). Projetos de Produtos. Guia Prático Para o Design de Novos Produtos (Edição: 2a). Edgard Blucher.

Berg, B. L. (2001). Qualitative research methods for the social sciences (4th ed). Boston: Allyn and Bacon.

Cooper, A. (2004).?The inmates are running the asylum:[Why high-tech products drive us crazy and how to restore the sanity]. Indianapolis, IN, USA:: Sams.

Cross, N. (2000). Engineering design methods: strategies for product design (3rd ed). Chichester?; New York: Wiley.

Neves, A. (2014). Design Thinking Canvas. GDRLab - UFPE. https://dl.dropboxusercontent.com/u/1889427/designthinkingcanvasV2.pdf

Patton, M. Q. (2002). Qualitative Research & Evaluation Methods.

Salen, K., & Zimmerman, E. (2004).?Rules of play: Game design fundamentals. MIT press.

Schell, J. (2014).?The Art of Game Design: A book of lenses. CRC Press.
Teaching Methodologies and Assessment Criteria The distribution of evaluation items will be as follows:

• Project (50% of the final grade): video game development, contemplating the work methodology defined in the UC. Group work done by teams of up 4 members. This is evaluation is done through weekly deliverables.
• Commercial game GDD document (30% of the final grade): development of a Game Design document for a consolidated commercial game. This work is individual. Deliverable: document and presentation.
• Participation (20% of the final grade): level of attendance and quality of individual interventions in classroom contact sessions, whether theoretical or practical.

Curricular unit without exams
Language Portuguese. Tutorial support is available in English.
Last updated on: 2021-10-22

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