UM1GPL10 Game Play
UM1GPL10 Game Play
- Course description
- NQF LevelBachelor's degree (Level 6 1. Cycle)
- Area of StudyInteractive Media
- Program of StudyInteractive Media: Games
- ECTS10
- CampusKristiansand, OnlinePLUS - Oslo, Online
- Course LeaderJoshua Griffin
Language of Instruction and assessment: English
May be offered on Campus and Online.
May be offered as a separate course.
Included in the following bachelor's degrees:
- Interactive Media: Games
The course introduces key structural mechanics and design processes and constraints involved in the development of games and game-play with a focus on interactive and non-linear gaming. In addition, students will engage in self-reflective practices to enhance their learning process.
The student has knowledge of
K1 | the key requirements of game play and its importance to player motivation. |
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K2 | the rules and structures governing game play and ensuring game balance. |
K3 | the process of game design from client brief to implementation for a specific audience. |
K4 | the documentary requirements for managing a game project. |
The student gain skills in
S1 | designing games according to a specific client brief and/or audience demographic. |
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S2 | designing, implementing and maintaining game balance. |
S3 | devising the structural elements and methodological approaches for game play. |
The student can demonstrate
G1 | the collaborative team-based nature of games production. |
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G2 | understanding of game mechanics complexity and level of player interaction. |
G3 | appropriate visual representations for thematic and demographic purposes. |
- Principles and methodologies behind the rules and play of games
- Structural mechanics and design processes and constraints
- Player communication through visual elements
- Interactive and non-linear gaming
- Teaching will be based on a hybrid-flexible approach. Instructor-led face-to-face learning is combined with online learning in a flexible course structure that gives students the option of attending sessions in the classroom, participating online, or doing both.
- All activities require active student participation in their own learning.
- Learning delivery methods and available resources will be selected to ensure constructive alignment with course content, learning outcomes and assessment criteria.
- Students will be taught using a mixture of guidance, self-study, and lecture material. Topics will be introduced in a series of weekly lectures. The guidance sessions will be directed practical exercises and reading in which students can explore topics with support from a teacher. This material will also require students to self-manage their time to ensure tasks are completed and the theory is fully understood. This will allow the students to fully engage with lectures and with their peers.
- Learning resources are available in the LMS and include, but is not limited to:
- literature and online reading material (essential and recommended)
- streams, recordings and other digital resources, where applicable
- video conferencing and communication platforms, if applicable
- tools, software and libraries, where applicable
- Students must have access to an internet connection, and suitable hardware.
- Accessing live streams and virtual laboratories requires a minimum broadband connection of 2Mbps (4Mbps recommended).
- Students working on their own laptop/computer are required to acquire appropriate communications software, a webcam, and headphones (or a similar alternative).
The reading list for this course and any additional electronic resources will be provided in the LMS.
Activity | Duration |
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Teacher-led activity | 24 |
Teacher-supported work | 48 |
Self-study | 178 |
This course has two (2) exams contributing towards the overall and final grade of the course.
The exam must be assessed as passed to receive the final Course Grade.
Form of assessment | Grading scale | Grouping | Duration of assessment |
---|---|---|---|
Report | A-F | ||
Portfolio of Work | A-F |