Spring 2022 - IAT 312 D100

Foundations of Game Design (3)

Class Number: 2281

Delivery Method: In Person

Overview

  • Course Times + Location:

    Jan 10 – Apr 11, 2022: Tue, 2:30–4:20 p.m.
    Surrey

  • Prerequisites:

    Completion of 48 units, including IAT 265 with a minimum grade of C-.

Description

CALENDAR DESCRIPTION:

Examines the discipline of game design. Games are studied across three analytical frameworks: games as rules (formal system), games as play (experiential system), games as culture (social system). Includes analytical and practical exercises in game design.

COURSE DETAILS:

Game Design is a creative endeavor requiring practical experience through design, critique, and iteration. In the lecture part of this class, we will read and discuss some of the work that analyzes players, games and the design process to establish common ground for practical work in the course labs. We will also cover some of the more universal game mechanisms, such as randomness, economic systems, player motivation and psychology, and a few specific topics in more detail. In the labs, we will play, critique, improve and design games as well as report on the course's longer game design projects.

COURSE-LEVEL EDUCATIONAL GOALS:

The course should help you gain practical experience with and a critical understanding of:

• The existing attempts to analyze the psychology of players and how it affects game design and consumption

• The process of game design and its components such as prototyping and play testing

• Some of the dimensions along which to think about game design and critique existing designs, such as art style, narrative and game balance

• A subset of the mechanisms available to accomplish game design goals, such as reward systems and economic systems 

Course Delivery Dedtails

The class is composed of sessions that integrate lectures, presentations, arguments and debates, play, thought, and critique. The lecture part of the course will mostly concentrate on the theory of three components of game design: process, people, and game models. The lab part of the class will concentrate on practical application of game design. This by definition will be very multi-disciplinary, looking at interaction design, psychology of play, social science, cultural studies, and scripting. Lecture will be mostly focused on disseminating knowledge from different disciplines that pertain to game design and research. Examples of topics to be explored include: psychology of different types of gamers, formal design models for games, economic systems, social structure, and game design methods. To supplement the lectures, play sessions & critiques will be designed to delve into in-depth explorations of the topics discussed in class. Within these sessions, the class will be divided into groups who will play specific games reflecting on the topics discussed in the lectures.

Grading

  • Assignments & quizzes (individual) 45%
  • Projects (team work) 35%
  • Attendance & Participation 20%

NOTES:

Delivery method

This course will include a weekly live lecture (110 minutes) and a workshop-tutorial (110 minutes) component. The course will be delivered via in-person instruction (if all goes well). Students are expected to participate in:

  • synchronous activities during the scheduled course times. This includes a live, interactive lecture with demonstrations, discussions and student group presentation/discussion on assigned topics.  In the workshop-tutorial, students will practice and apply the concepts of the lecture in playing, critiquing or even designing several games
  • asynchronous activities (e.g., independent preparation before the lecture, teamwork, peer work etc. to prepare each week and to pace yourself carefully in order to stay on top of the activities/assignments and to get the most from the class).

The learning environment will be active, supporting, and will afford opportunities for students to strengthen knowledge, skills, and feel a part of a community.

Creating an engaging classroom
If all goes well with the Covid-19 pandemic, this class will be offered in-person. In case we need to switch to online (remote) for any reason, this course would still be offered synchronously using a videoconferencing system (e.g., Zoom). Students are expected to join all the lectures and workshops (aka labs) during the scheduled course time, actively engage and contribute.
In case we need to switch to online instruction for any reason, please make sure you have a suitable webcam and microphone and stable internet connection ready and tested before class, and if possible a setting where you will not be disturbed. You may use a simple plain zoom background if you prefer not to show your actual space (but please no videos, fancy backgrounds, Snapchat or other filters etc. that are known to distract others). 

Respect copyrighted materials
Several items provided in this course and through Canvas or other means have been copied of the Copyright Act as enumerated in SFU Appendix R30.04A - Application of Fair Dealing under Policy R30.04. You may not distribute, e-mail or otherwise communicate these materials to any other person.

Lab switching
Questions about switching labs, waitlists, enrollment, etc. should be addressed to SIAT advising (siat_advising@sfu.ca). Course instructors have no control over the composition of class and lab rosters other than to authorize change requests that are made through SIAT advising.

REQUIREMENTS:

Class attendance and participation policy: Students are expected to attend and participate in all lectures and labs. Regular attendance and active, supportive participation in class and team activities are necessary to pass; doing otherwise will result in point reductions and in extreme cases failure to pass the course. 
If you miss an assignment or workshop due to illness or personal concerns, a doctor’s note or other forms of credible evidence must be presented to your instructor/TA. 
Failure to contribute sufficiently to in-class activities, individual and team assignments, failure to responsibly do your part of the teamwork, or failure to reliably attend and contribute in team meetings can result in additional point reductions beyond the team evaluation.

Deliverables: All project deliverables (design/testing documents or mockups) are to be handed in by the indicated due date/time. All assignments/quizzes will be submitted to Canvas by the due date/time. Late submissions will be accepted with applicable late penalties.

Required Materials: 
beyond the textbooks, all other required reading materials will be provided via either Canvas or URLs specified in the schedule table of syllabus. It is mandatory to read these required materials, and participate actively in discussions led by student group.

Materials

MATERIALS + SUPPLIES:

 

REQUIRED READING:

Major readings will be provided via Canvas

Fundamentals of Game Design" (2013) by Ernest Adams; 3rd Edition; New Riders
This text is not required for this class, but might offer interesting additional perspectives and can be accessed online via the SFU Library; although currently only 8 users can view this simultaneously. ISBN: 9780321929679 

"Rules of Play: Game Design Fundamentals" (2003) by Katie Salen Tekinbas, Eric Zimmerman; 1st Edition; MIT Press ISBN: 9780262240451 – is not required for this class, but might offer interesting additional perspectives and is available as a physical book through the SFU Library

Registrar Notes:

ACADEMIC INTEGRITY: YOUR WORK, YOUR SUCCESS

SFU’s Academic Integrity web site http://www.sfu.ca/students/academicintegrity.html is filled with information on what is meant by academic dishonesty, where you can find resources to help with your studies and the consequences of cheating.  Check out the site for more information and videos that help explain the issues in plain English.

Each student is responsible for his or her conduct as it affects the University community.  Academic dishonesty, in whatever form, is ultimately destructive of the values of the University. Furthermore, it is unfair and discouraging to the majority of students who pursue their studies honestly. Scholarly integrity is required of all members of the University. http://www.sfu.ca/policies/gazette/student/s10-01.html

TEACHING AT SFU IN SPRING 2022

Teaching at SFU in spring 2022 will involve primarily in-person instruction, with safety plans in place.  Some courses will still be offered through remote methods, and if so, this will be clearly identified in the schedule of classes.  You will also know at enrollment whether remote course components will be “live” (synchronous) or at your own pace (asynchronous).

Enrolling in a course acknowledges that you are able to attend in whatever format is required.  You should not enroll in a course that is in-person if you are not able to return to campus, and should be aware that remote study may entail different modes of learning, interaction with your instructor, and ways of getting feedback on your work than may be the case for in-person classes.

Students with hidden or visible disabilities who may need class or exam accommodations, including in the context of remote learning, are advised to register with the SFU Centre for Accessible Learning (caladmin@sfu.ca or 778-782-3112) as early as possible in order to prepare for the spring 2022 term.