TDDD23 Design and Programming of Computer Games
In this course you are examined on completing your tasks and on the ultimate quality of understanding of game design and game programming you can demonstrate through your work (the game product) and throughout the course in presentations and discussions. Remember that your task as students is to learn and to demonstrate what you have learnt. The pedagogical method we use is building a game but the goal is learning about game design and game programming.
Examination is individual! Each student will have an oral examination scheduled at the end of the course on the final project. This means you cannot divide the work in the group but must know every aspect of your project. Since students may choose to work alone or in pairs a situation may arise that two students working together may not both pass the course or may get different grades. This has actually happened in the past.
In 2011 I tested allowing more than 2 people in a game team and it didn't really work out. Therefore we are now back to the old limitation of a maximum of 2 students per game project. That doesn’t mean you cannot talk to one another.The final examination decision is made by the examiner.
- Quality of completed tasks and game project. (What is quality: see below - but not size or features)
- Ability to incorporate game-design knowledge into the game project.
Grading criteriaIn the course I use the following criteria when grading projects:
- Well tested, polished game: That the game is always working and intuitive to use. Is complete with start screen and end credits.
- In-game tutoring: teaching players as part of the game progression.
- Minimal easy-to-use controls for the game type. Players should find it as easy as possible to play
- Progression: that the games change both to teach the player the game mechanims and goals and to keep players interested.
- Consistency and identity: the application should be a whole unit with graphics and audio that match the game setting, for instance. Advanced graphics is not a criteria.
- Pick-up-and-play: That players can play directly, without being required to learn first.
- Complexity of the game development platform vs. the game content. A RAD-envriments such as Construct 2 requires a much longer and more though out game.
Page responsible: Erik Berglund
Last updated: 2012-08-20