2SPILL101 Game Design

    • Number of credits
      10
    • Teaching semester
      2025 Spring
    • Language of instruction
      English
    • Campus
      Hamar
    • Required prerequisite knowledge

      No special requirements

Course content
  • game design  

  • dramaturgical structures in computer games  

  • level design  

  • synergy effects between gameplay and story development  

  • analysis of computer games 

  • development of game design documents for idea development and finding sources of inspiration  

  • game testing  

  • project management

  • historical development of computer games  

  • interdisciplinary product development 

  • systemthinking in game design

Learning Outcome

Once the student has passed the course, they will have achieved the following learning outcomes: 

Knowledge

The student 

  • has basic theoretical and practical knowledge and understanding of game design 

  • has knowledge of the tasks and work methods of a game designer on different game projects 

  • has knowledge of simple analytical tools and techniques for games  

  • has knowledge of basic shared characteristics and the differences between various types of games 

  • is acquainted with the history of the game industry 

  • has knowledge of how to find sources of inspiration and use them in their own work 

  • has knowledge of how to develop a cohesive design that culminates in a computer game 

  • has knowledge of how to use systemthinking in game design

  • has knowledge of project management in computer game development

Skills

The student 

  • is able to analyse simple games with regard to the relationship between mechanics and the experience 

  • is able to use different techniques to balance existing and new game designs  

  • is able to specify and operationalise a game design with a view to creating a specific game experience 

  • is able to develop an interactive project from idea to final implementation via an iterative process 

  • is able to discuss and explain core concepts such as game, game design, game mechanics and balancing 

  • is able to identify mechanics and game patterns in different types of games  

  • is able to create new game design ideas and document them well  

  • is able to work in an interdisciplinary team  

  • is able to write an analytical academic text  

  • has an understanding of different project management methods and processes  

  • is able to comply with the minimum requirements for development of a viable computer game  

  • is able to meet the milestones for first playable, alpha, beta and gold master  

  • is familiar with the history of computer games 

General competence

The student 

  • is able to explain and justify choice of design with reference to the syllabus  

  • has a theoretical and cognitive basis for further analytical and creative work with interactive productions 

  • has theoretical and practical experience through analysis and testing of games, and design and re-design of new and existing games 

  • is able to carry out an iterative game design process from beginning to end, with a focus on prototyping, testing and documentation  

  • is able to develop different game design documents 

  • is able to find, evaluate and refer to sources of inspiration from games and the film industry  

  • is able to use source references in their own work 

  • is able to plan a computer game project in an interdisciplinary working group  

  • is able to give considered reasons for decisions made during the development process 

  • is able to use basic systemanalysis in game design

Teaching and working methods

The course is organised as a combination of lectures, practical exercises, self-study and supervision.

Required coursework
  • 2-4 individual assignments 

  • participation in teaching activities in accordance with the teaching plan  

In this course, the required coursework is only valid for 12 months from the end of the semester it was last approved. Students who wish to do the exam after the 12 months have passed have to redo the coursework and get it approved again.

Form of assessment
  • 1 group assignment, 2–4 students per group, counts for 50% of the final grade 

  • 2 individual assignments, counts for 50% of the final grade

To pass the course, both examinations must be passed.

In the case of group examinations, all group members share responsibility for the full content of the assignment/product/performance.

Assessments
Form of assessmentGrading scaleGroupingDuration of assessmentSupport materialsProportionComment
Written assignment
ECTS - A-F
Group (2 - 4)
50
Portfolio Assessment
ECTS - A-F
Individual
50
Professional overlap
NameCreditsDateComment
ADK1003 Spilldesign
10
01.01.2020
Faculty
Faculty of Audiovisual Media and Creative Technologies
Department
Department of Game Development - The Game School