2SPILL101 Game Design
- Course code2SPILL101
- Number of credits10
- Teaching semester2026 Spring
- Language of instructionEnglish
- CampusHamar
- Required prerequisite knowledge
No special requirements
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Game design
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Dramaturgical structures in computer games
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Level design
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Synergy effects between gameplay and story development
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Analysis of computer games
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Development of game design documents for idea development and finding sources of inspiration
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Game testing
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Project management
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Historical development of computer games
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Interdisciplinary product development
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Systemthinking in game design
Learning Outcome
Once the student has passed the course, they will have achieved the following learning outcomes:
The student
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has basic theoretical and practical knowledge and understanding of game design
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has knowledge of the tasks and work methods of a game designer on different game projects
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has knowledge of simple analytical tools and techniques for games
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has knowledge of basic shared characteristics and the differences between various types of games
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is acquainted with the history of the game industry
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has knowledge of how to find sources of inspiration and use them in their own work
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has knowledge of how to develop a cohesive design that culminates in a computer game
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has knowledge of how to use systemthinking in game design
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has knowledge of project management in computer game development
The student
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is able to analyse simple games with regard to the relationship between mechanics and the experience
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is able to use different techniques to balance existing and new game designs
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is able to specify and operationalise a game design with a view to creating a specific game experience
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is able to develop an interactive project from idea to final implementation via an iterative process
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is able to discuss and explain core concepts such as game, game design, game mechanics and balancing
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is able to identify mechanics and game patterns in different types of games
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is able to create new game design ideas and document them well
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is able to work in an interdisciplinary team
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is able to write an analytical academic text
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has an understanding of different project management methods and processes
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is able to comply with the minimum requirements for development of a viable computer game
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is able to meet the milestones for first playable, alpha, beta and gold master
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is familiar with the history of computer games
The student
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is able to explain and justify choice of design with reference to the syllabus
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has a theoretical and cognitive basis for further analytical and creative work with interactive productions
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has theoretical and practical experience through analysis and testing of games, and design and re-design of new and existing games
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is able to carry out an iterative game design process from beginning to end, with a focus on prototyping, testing and documentation
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is able to develop different game design documents
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is able to find, evaluate and refer to sources of inspiration from games and the film industry
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is able to use source references in their own work
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is able to plan a computer game project in an interdisciplinary working group
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is able to give considered reasons for decisions made during the development process
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is able to use basic systemanalysis in game design
The course is organised as a combination of lectures, practical exercises, self-study and supervision.
Form of assessment | Grading scale | Grouping | Duration of assessment | Support materials | Proportion | Comment |
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Portfolio Assessment | ECTS - A-F | Group (2 - 4) |
| 50 | ||
Portfolio Assessment | ECTS - A-F | Individual |
| 50 | 2 individual assignments |
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1 group assignment, 2–4 students per group, counts for 50% of the final grade
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2 individual assignments, counts for 50% of the final grade
In the case of group examinations, all group members share responsibility for the full content of the assignment/product/performance.