MMDS3300 - Sem 2 2008 - St Lucia - Internal

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Printed: 22 July 2008, 11:40AM
This printed course profile is valid at the date and time specified above. The course profile may be subject to change during the semester – the online version is the authoritative version.

1. General Course Information

1.1 Course Details

Course Code: MMDS3300 Course Title: Games Design
Coordinating Unit: School of Information Technology and Electrical Engineering
Semester: Semester 2, 2008    Mode: Internal
Level: Undergraduate
Location: St Lucia
Number of Units: 2    Contact Hours Per Week: 1L2P
Pre-Requisites: (CSSE1001 or MMDS1400) + MMDS2200
Incompatible: IENV7963 or MMDS7963
Course Description: In-depth exploration of design of computer games including social, emotional, psychological, technical & theoretical issues. History of games, games analysis, game design process, level design, sound design, graphical design, character design, interface design, game balance, & interactive storytelling.
Assumed Background: Students should have completed some multimedia or information technology courses and be in their second or third year of study. Specific pre-requisites, such as MMDS1400 and MMDS2200, will be waived this year due to a re-design of the course curriculum. -Ralf

1.2 Course Introduction

MMDS3300 is an introduction to the critical and practical issues of understanding, creating, and critiquing games. MMDS3300 is designed to give students an insight into the game design and development process as well as experience applying theoretical knowledge to a practical exercise in game development.

1.3 Course Staff

Course Coordinator: Dr Ralf Muhlberger     Email: ralf@itee.uq.edu.au
Campus: St Lucia Building: General Purpose South (Map)   Room: 615
Consultation: Tuesday 11:00-12:00 and by appointment.


1.4 Timetable

Timetables are available on mySI-net.

2. Aims, Objectives & Graduate Attributes

2.1 Course Aims

This course is an introduction to the critical and practical issues of understanding, creating, and critiquing games. It is designed to give students an insight into the game design and development process as well as experience in applying theoretical knowledge to a practical exercise in game development.

2.2 Learning Objectives

After successfully completing this course you should be able to:

1  Define, discuss and analyse principles of game design.
2  Write lucidly and comprehensively on game design issues.
3  Raise, articulate and debate issues and perspectives of game design.
4  Prototype, and evaluate, improve on, or recommend solutions.
5  Create a well-structured project proposal.
6  Define and adhere to team roles and responsibilities.
7  Present effective diagrams, drawings, and illustrations appropriate to the game design process, and to the audience.
8  Outline innovative and engaging game play.
9  Resolve technical, logistic, and user-based issues of a game level prototype.
10  Test, analyse and compare other groups’ level design projects.
11  Design a game level that impresses, intrigues and engages an audience.

2.3. Graduate Attributes

Successfully completing this course will contribute to the recognition of your attainment of the following UQ (Undergrad Pass) graduate attributes:

GRADUATE ATTRIBUTELEARNING OBJECTIVES
A. IN-DEPTH KNOWLEDGE OF THE FIELD OF STUDY
A1. A comprehensive and well-founded knowledge in the field of study.1, 8, 10, 11
A4. An understanding of how other disciplines relate to the field of study. 
A5. An international perspective on the field of study. 
B. EFFECTIVE COMMUNICATION
B1. The ability to collect, analyse and organise information and ideas and to convey those ideas clearly and fluently, in both written and spoken forms.1, 3, 5, 7, 8, 11
B2. The ability to interact effectively with others in order to work towards a common outcome.1, 3, 5, 8, 11
B3. The ability to select and use the appropriate level, style and means of communication.1, 3, 4, 5, 7, 8, 9, 10, 11
B4. The ability to engage effectively and appropriately with information and communication technologies.1, 3, 4, 5, 9, 10
C. INDEPENDENCE AND CREATIVITY
C1. The ability to work and learn independently.2, 3, 10
C3. The ability to generate ideas and adapt innovatively to changing environments.2, 3, 8, 10, 11
C4. The ability to identify problems, create solutions, innovate and improve current practices.2, 6, 8, 9, 10, 11
D. CRITICAL JUDGEMENT
D1. The ability to define and analyse problems.1, 2, 3, 4, 8, 9, 10, 11
D2. The ability to apply critical reasoning to issues through independent thought and informed judgement.1, 2, 3, 4, 8, 9, 10, 11
D3. The ability to evaluate opinions, make decisions and to reflect critically on the justifications for decisions.1, 2, 3, 4, 8, 9, 10, 11
E. ETHICAL AND SOCIAL UNDERSTANDING
E1. An understanding of social and civic responsibility.3, 6, 8, 10, 11
E2. An appreciation of the philosophical and social contexts of a discipline.3, 6, 8, 10, 11
E4. A knowledge and respect of ethics and ethical standards in relation to a major area of study.3, 6, 10, 11
E5. A knowledge of other cultures and times and an appreciation of cultural diversity.3, 6, 10

3. Learning Resources

3.2 Recommended Resources

Main text:
Salen, K. and E. Zimmerman (2004.). Rules of play : game design fundamentals. Cambridge, Mass. :, MIT Press,.
 
 

3.3 University Learning Resources

Access to required and recommended resources, plus past central exam papers, is available at the UQ Library website (http://library.uq.edu.au/search/r?SEARCH=MMDS3300).

The University offers a range of resources and services to support student learning. Details are available on the myServices website (https://student.my.uq.edu.au/).

3.4 School of Information Technology and Electrical Engineering Learning Resources

Students enrolled at St Lucia who wish to retain a hard copy of this profile can use the free print quota provided each semester to students enrolled in courses in the School of Information Technology & Electrical Engineering. For information on how to use this print quota, see the School Policy on Student Photocopying and Printing (St Lucia) (http://www.itee.uq.edu.au/about_ITEE/policies/copy-print.html). Students enrolled at the Ipswich campus will either be provided with a hard copy or given directions in class on how to obtain a free copy.

ITEE course websites can be found at http://www.itee.uq.edu.au/~COURSECODE. Many ITEE courses also have Usenet newsgroups, named uq.itee.COURSECODE. Instructions for accessing newsgroups are available at http://studenthelp.itee.uq.edu.au/faq/1stYearFAQ.html#accessnews.

4. Teaching & Learning Activities

4.1 Learning Activities

Date
Activity
Learning Objectives
22 Jul 08
L1: Course overview, game lifecycle, the core idea (Lecture):
1, 6
29 Jul 08
L2: Narrative Development (Lecture): Turning a core idea into a good story.
1, 5, 8, 11
5 Aug 08
L3: Interactivity 1 (Lecture): Turning a good story into a great game. Psychology and being engaged.
3, 8
12 Aug 08
L4: Interactivity 2 (Lecture): Technologies and Architectures
4, 9
19 Aug 08
L5: Interactivity 3 (Lecture): Rules and Systems
3, 8, 9, 11
26 Aug 08
L6: Interactivity 4 (Lecture): Intentional Design of Digital Assets
1, 7, 11
2 Sep 08
L7: Interactivity 5 (Lecture): Artificial Intelligence
9
9 Sep 08
L8: Prototyping and Testing (Lecture): Iterative and isolated development; user testing, balancing and refinement.
4, 9, 10, 11
16 Sep 08
L9: Reflection and Analysis (Lecture): Analysing your and others' games
3, 8, 10
23 Sep 08
L10: Game Development Communities (Lecture): IGDA and other community activities.
3
7 Oct 08
L11: Presentations (Lecture): Game presentations
6, 7, 11
14 Oct 08
L12: Marketing, release, evolution, community (Lecture): What happens when your game is ready to leave the nest?
7, 11
21 Oct 08
L13: Exploration of advanced topics (Lecture):
3

5. Assessment

5.1 Assessment Summary

This is a summary of the assessment in the course. For detailed information on each assessment, see 5.5 Assessment Detail below.

Assessment Task
Due Date
Weighting
Learning Objectives
Design
A1: Game Design Documentation (Groups of 4)
29 Jul 08 09:00 - 25 Aug 08 16:00
30%
5, 7, 8, 11
Project
A2: Game Level (Groups of 4)
12 Sep 08 09:00 - 6 Oct 08 12:00
30%
4, 6, 7, 9, 11
User testing and evaluation
A3: User Testing and Evaluation(Groups of 2)
7 Oct 08 09:00 - 7 Oct 08 16:00
20%
4, 10
Report
A4: Re-design and reflection (Individual)
7 Oct 08 16:00 - 3 Nov 08 12:00
20%
1, 2, 3, 4, 10

5.2 Course Grading


Grade 1, Fail: Fails to demonstrate most or all of the basic requirements of the course: Given to work marked 0% to 19%.

Grade 2, Fail: Demonstrates clear deficiencies in understanding and applying fundamental concepts; communicates information or ideas in ways that are frequently incomplete or confusing and give little attention to the conventions of the discipline: Given to work marked 20% to 44%.

Grade 3, Fail: Demonstrates superficial or partial or faulty understanding of the fundamental concepts of the field of study and limited ability to apply these concepts; presents undeveloped or inappropriate or unsupported arguments; communicates information or ideas with lack of clarity and inconsistent adherence to the conventions of the discipline: Given to work marked 45 to 49%.

Grade 4, Pass: Demonstrates adequate understanding and application of the fundamental concepts of the field of study; develops routine arguments or decisions and provides acceptable justification; communicates information and ideas adequately in terms of the conventions of the discipline: Given to work marked 50% to 64%.

Grade 5, Credit: Demonstrates substantial understanding of fundamental concepts of the field of study and ability to apply these concepts in a variety of contexts; develops or adapts convincing arguments and provides coherent justification; communicates information and ideas clearly and fluently in terms of the conventions of the discipline: Given to work marked 65% to 74%.

Grade 6, Distinction: As for 5, with frequent evidence of originality in defining and analysing issues or problems and in creating solutions; uses a level, style and means of communication appropriate to the discipline and the audience: Given to work marked 75% to 84%.

Grade 7, High Distinction: As for 6, with consistent evidence of substantial originality and insight in identifying, generating and communicating competing arguments, perspectives or problem solving approaches; critically evaluates problems, their solutions and implications: Given to work marked at 85% or higher.

5.3 Late Submission

No extensions will be granted except in exceptional personal circumstances (documented medical reason or family emergency). Personal hardware or computer failures are not grounds for extension.

5.5 Assessment Detail


A1: Game Design Documentation (Groups of 4)
Type: Design
Learning Objectives Assessed: 5, 7, 8, 11
Due Date:
         29 Jul 08 09:00 - 25 Aug 08 16:00
Weight: 30%
Task Description: Design documentation for a game level to be produced as assignment 2, evaluated as assignment 3, and re-designed and reflected upon as assignment 4.
Criteria & Marking: Criteria sheet via course website.
Submission: Online submission.

A2: Game Level (Groups of 4)
Type: Project
Learning Objectives Assessed: 4, 6, 7, 9, 11
Due Date:
         12 Sep 08 09:00 - 6 Oct 08 12:00
Weight: 30%
Task Description: Implementation of game level designed in assignment 1, with accompanying documentation and test plan.
Criteria & Marking: Criteria sheet via course website.

A3: User Testing and Evaluation(Groups of 2)
Type: User testing and evaluation
Learning Objectives Assessed: 4, 10
Due Date:
         7 Oct 08 09:00 - 7 Oct 08 16:00
Weight: 20%
Task Description: Testing and critical evaluation of 2 game levels, based on test plan.
Criteria & Marking: Criteria sheet via course website.
Submission: Online submission.

A4: Re-design and reflection (Individual)
Type: Report
Learning Objectives Assessed: 1, 2, 3, 4, 10
Due Date:
         7 Oct 08 16:00 - 3 Nov 08 12:00
Weight: 20%
Task Description: Re-design of game level, and reflection on game design process.
Criteria & Marking: Criteria sheet via course website.
Submission: Online submission.

6. Policies & Guidelines

 
This section contains the details of and links to the most relevant policies and course guidelines. For further details on University Policies please visit myAdvisor and the University Handbook of Policies and Procedures.

6.1 Assessment Related Policies and Guidelines

University Policies & Guidelines

An overview of the University’s assessment-related policies can be found on myAdvisor (http://www.uq.edu.au/myadvisor/index.html?page=2910).

Academic Integrity
It is the University's task to encourage ethical scholarship and to inform students and staff about the institutional standards of academic behaviour expected of them in learning, teaching and research. Students have a responsibility to maintain the highest standards of academic integrity in their work. Students must not cheat in examinations or other forms of assessment and must ensure they do not plagiarise.

Plagiarism
The University has adopted the following definition of plagiarism:

Plagiarism is the act of misrepresenting as one's own original work the ideas, interpretations, words or creative works of another. These include published and unpublished documents, designs, music, sounds, images, photographs, computer codes and ideas gained through working in a group. These ideas, interpretations, words or works may be found in print and/or electronic media.

Students are encouraged to read the UQ Academic Integrity and Plagiarism policy (http://www.uq.edu.au/hupp/index.html?page=25128) which makes a comprehensive statement about the University's approach to plagiarism, including the approved use of plagiarism detection software, the consequences of plagiarism and the principles associated with preventing plagiarism.

Feedback on Assessment
Feedback is essential to effective learning and students can expect to receive appropriate and timely feedback on all assessment. For a detailed explanation of the feedback you are entitled to, you should consult the policy on Student Access to Feedback on Assessment. (http://www.uq.edu.au/hupp/index.html?page=25109)

As a student you have a responsibility to incorporate feedback into your learning; make use of the assessment criteria that you are given; be aware of the rules, policies and other documents related to assessment; and provide teachers with feedback on their assessment practices.

There are certain steps you can take if you feel your result does not reflect your performance. Please refer to the myAdvisor web site. (http://www.uq.edu.au/myadvisor/index.html?page=2953)

School of Information Technology and Electrical Engineering Assessment Guidelines

Misconduct

Further to the statement on academic integrity and plagiarism above, students are required to read and understand the ITEE policy on Student Misconduct (http://www.itee.uq.edu.au/about_ITEE/policies/student-misconduct.html).

Late Arrival or Non-attendance at Examinations

The policy and procedure for late arrival or non-attendance at centrally controlled examinations is set out in the University's Examinations policy (HUPP 3.30.5), sections 8 and 10.2.

The way in which late arrival at a School-controlled examination is dealt with will be at the discretion of the course coordinator, who may be guided by the policy for centrally controlled exams.

In the case that a student requests a special exam for a School-controlled exam, the request will be considered and, if allowed, the timing shall be determined by the course coordinator, in consultation with the School's Chief Examiner where necessary, and in accordance with HUPP 3.30.5. Unless otherwise indicated in the Course Profile, applications must be made in writing to the Head of School no later than one week after the exam. Late applications will not be accepted.
 
Examination Feedback
 
In addition to the advice above, students wishing to view examination answer scripts and/or question papers should consult with the School office (Room 217, General Purpose South Building [78], St Lucia; Room 218, Building 1, Ipswich) regarding arrangements. The ITEE policy on exam script viewing is available at http://study.itee.uq.edu.au/current_students/exam_script_viewing.html.

Supplementary Assessment

If you fail this course you may be eligible for supplementary assessment - see the general award rules and/or your program rules for details. You should note that even though you may be eligible for supplementary assessment under these rules, in some circumstances there may be no practical assessment that can be offered to allow you to meet the minimum passing requirements. These circumstances may include failure based on:
  • group or team based assessment;
  • attendance or class participation requirements;
  • laboratory-based assessment, where laboratories can't practically be made available after classes have finished;
  • project or thesis-based assessment, where a significant period of time would be required to undertake supplementary assessment;
  • progressive assessment, where subsequent assessment items build on earlier assessment items; or
  • multiple assessment items, where it is impractical to offer multiple supplementary assessment items.
If the course coordinator determines that there is no practical supplementary assessment that can be offered to allow you to improve your grade, then you will not be offered supplementary assessment and your grade will remain unchanged.

6.2 Other Policies and Guidelines

University Policies and Guidelines

Placement Courses
Students on a placement course – also known as a work placement, internship, industry study, industry experience, clinical practice, clinical placement, practical work, practicum, fieldwork, teaching practice – should refer to the University policy, Placement Courses (http://www.uq.edu.au/hupp/index.html?page=25120) for detailed information.
 
Working with Children
Students whose studies include a professional/work placement, internship, clinical practice, teaching practice or other similar activity which involves them in regular contact with children should refer to the University policy, Working with Children Check - "blue card" (http://www.uq.edu.au/hupp/index.html?page=25004) to find out how to apply for a ‘blue card’.
 
Students with a Disability
Any student with a disability who may require alternative academic arrangements, including assessment, in the course/program is encouraged to seek advice at the commencement of the semester from a Disability Adviser at Student Support Services. Refer to the University policy, Students with a Disability (Disability Action Plan) (http://www.uq.edu.au/hupp/index.html?page=25122) and to the policy on Special Arrangements for Examinations for Students with a Disability (http://www.uq.edu.au/hupp/index.html?page=25111

Where an adjustment is made to an accredited program, it is the responsibility of the relevant Faculty to liaise with professional and registration bodies regarding the acceptability of the change/s.  

Occupational Health and Safety
Undergraduate Students (http://www.uq.edu.au/hupp/index.html?page=25055) and Postgraduate Students (http://www.uq.edu.au/hupp/index.html?page=25057) should be familiar with the University policies on occupational health and safety in the laboratory.

Other School of Information Technology and Electrical Engineering Guidelines

Ethical Clearance
If your course involves assignment or project work involving human subjects or human-related materials, you must investigate the need for ethical clearance and obtain it when required. Information on ethical clearance can be found at http://www.uq.edu.au/research/orps/index.html?page=5064&pid=5256.

Learning Summary

 

Below is a table showing the relationship between the learning objectives for this course and the broader graduate attributes developed, the learning activities used to develop each objective and the assessment task used to assess each objective.

Learning Objectives

After successfully completing this course you should be able to:

1  Define, discuss and analyse principles of game design.
2  Write lucidly and comprehensively on game design issues.
3  Raise, articulate and debate issues and perspectives of game design.
4  Prototype, and evaluate, improve on, or recommend solutions.
5  Create a well-structured project proposal.
6  Define and adhere to team roles and responsibilities.
7  Present effective diagrams, drawings, and illustrations appropriate to the game design process, and to the audience.
8  Outline innovative and engaging game play.
9  Resolve technical, logistic, and user-based issues of a game level prototype.
10  Test, analyse and compare other groups’ level design projects.
11  Design a game level that impresses, intrigues and engages an audience.


Assessment & Learning Activities

  Learning Objectives
  1 2 3 4 5 6 7 8 9 10 11
Learning Activities
L1: Course overview, game lifecycle, the core idea (Lecture)
selected
       
selected
         
L2: Narrative Development (Lecture)
selected
     
selected
   
selected
   
selected
L3: Interactivity 1 (Lecture)    
selected
       
selected
     
L4: Interactivity 2 (Lecture)      
selected
       
selected
   
L5: Interactivity 3 (Lecture)    
selected
       
selected
selected
 
selected
L6: Interactivity 4 (Lecture)
selected
         
selected
     
selected
L7: Interactivity 5 (Lecture)                
selected
   
L8: Prototyping and Testing (Lecture)      
selected
       
selected
selected
selected
L9: Reflection and Analysis (Lecture)    
selected
       
selected
 
selected
 
L10: Game Development Communities (Lecture)    
selected
               
L11: Presentations (Lecture)          
selected
selected
     
selected
L12: Marketing, release, evolution, community (Lecture)            
selected
     
selected
L13: Exploration of advanced topics (Lecture)    
selected
               
Assessment Tasks
A1: Game Design Documentation (Groups of 4)        
selected
 
selected
selected
   
selected
A2: Game Level (Groups of 4)      
selected
 
selected
selected
 
selected
 
selected
A3: User Testing and Evaluation(Groups of 2)      
selected
         
selected
 
A4: Re-design and reflection (Individual)
selected
selected
selected
selected
         
selected
 

Graduate Attributes

Successfully completing this course will contribute to the recognition of your attainment of the following UQ (Undergrad Pass) graduate attributes:

  Learning Objectives
  1 2 3 4 5 6 7 8 9 10 11
Graduate Attributes
A IN-DEPTH KNOWLEDGE OF THE FIELD OF STUDY
A1. A comprehensive and well-founded knowledge in the field of study.
selected
           
selected
 
selected
selected
A4. An understanding of how other disciplines relate to the field of study.                      
A5. An international perspective on the field of study.                      
B EFFECTIVE COMMUNICATION
B1. The ability to collect, analyse and organise information and ideas and to convey those ideas clearly and fluently, in both written and spoken forms.
selected
 
selected
 
selected
 
selected
selected
   
selected
B2. The ability to interact effectively with others in order to work towards a common outcome.
selected
 
selected
 
selected
   
selected
   
selected
B3. The ability to select and use the appropriate level, style and means of communication.
selected
 
selected
selected
selected
 
selected
selected
selected
selected
selected
B4. The ability to engage effectively and appropriately with information and communication technologies.
selected
 
selected
selected
selected
     
selected
selected
 
C INDEPENDENCE AND CREATIVITY
C1. The ability to work and learn independently.  
selected
selected
           
selected
 
C3. The ability to generate ideas and adapt innovatively to changing environments.  
selected
selected
       
selected
 
selected
selected
C4. The ability to identify problems, create solutions, innovate and improve current practices.  
selected