Code |
13816
|
Year |
1
|
Semester |
S1
|
ECTS Credits |
6
|
Workload |
PL(30H)/TP(30H)
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Scientific area |
Game Design
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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.
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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.
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Teaching Methodologies and Assessment Criteria |
-Idea generation document (15%) -Practical activities (20%) -Critical debate (15%) -Project report (25%) -Playable prototype (35%)
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Language |
Portuguese. Tutorial support is available in English.
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