IAT 312-3 Foundations of Game Design
Monique Silverman
January 13, 2005
Course Number: IAT 312-3
Course Title: Foundations of Game Design
Credit Hours: 3
Vector:
Course Description:
The course 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). The course includes analytical and practical exercises in game design.
Prerequisite: IAT 100 or equivalent, IAT 101 or equivalent, TECH 114 or equivalent, IAT 200 or equivalent, IAT 201 or equivalent, IAT 202 or equivalent, IAT 203 or equivalent, IAT 2-4 or equivalent.
Recommended: None.
Corequisite: None.
Special Instructions: None.
Course(s) to be dropped if this course is approved: None
The course develops foundational concepts in the design and analysis of games.
Will this be a required or elective course in the curriculum; probable enrolment when offered?
This will be a required course for Upper Division NME, and an elective for PMA, ID and other university programs; enrolment estimated at 100 per year.
Indicate Semester and Year this course would be first offered and planned frequency of offering thereafter.
2005-1 and annually thereafter.
Which of your present CFL faculty have the expertise to offer this course? Will the course be taught by sessional or limited term faculty?
Jim Bizzocchi, Steve DiPaola, Laura Trippi
Are there any proposed student fees associated with this course other than tuition fees?
No.
Is this course considered a `duplicate' of any current or prior course under the University's duplicate course policy? Specify, as appropriate.
No. It replaces IART 404, 405, 406.
Note: Senate has approved (S.93-11) that no new course should be approved by Senate until funding has been committed for necessary library materials. Each new course proposal must be accompanied by a library report and, if appropriate, confirmation that funding arrangements have been addressed.
Provide details on how existing instructional resources will be redistributed to accommodate this new course. For instance, will another course be eliminated or will the frequency of offering of other courses be reduced; are there changes in pedagogical style or class sizes that allow for this additional course offering.
This course is presently offered at SFU Surrey.
Does the course require specialized space or equipment not readily available in the department or university, and if so, how will these resources be provided?
This course does not require additional space or equipment - it is presently offered at SFU Surrey.
Does this course require computing resources (e.g. hardware, software, network wiring, use of computer laboratory space) and if so, describe how they will be provided.
This course utilizes computers, software and lab space already available at SIAT.
2005/2006 Academic Year
Courses Objectives:
In this course students will:
* Perform a series of game design exercises
* Plan and build a board game
* Plan and develop an electronic game
* Analyze their own games, and existing card, board and electronic games.
* Describe and analyze cultural phenomena embedded within game experience.
* Identify, describe and analyze social manifestations of game culture in our broader society.
Course Description:
The foundation of Game Design course will introduce students to the discipline of game design. Games will be examined through three conceptual frameworks: game as rules (a games formal system), game as play (the experience of game play), and game as culture (the culture within a game and the connection of the games culture to game genre, and to broader cultural, social, political, and economic processes). Students will perform a variety of game design and analysis exercises, build traditional and electronic games, and analyze games as rules, play and culture.
Delivery Method: Studio Lab
Activities:
Required readings 2 hours
In-class Lecture/Lab 3 hours
Exercises/Assignments 2 hours
Total 7 hours
Evaluation:
In-class exercises 30%
Papers (2) 30%
Projects (2) 40%
Rules of Play, Katie Salen & Eric Zimmerman, MIT Press, 2003
Platform Requirements: Flash, Director, Java
NOTE: these outlines are drafts and are subject to change. Official textbook list should be consulted.