Content creation and level design - Serious Games Pathway within

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Course Name…………… Content creation and level design ………………..
Course Code ……………………??? ………………
No. of student working Hours…200 hours ………
Prerequisite………………………………………………..
Student should have knowledge or have these topics covered before taking this
course:
1. General Knowledge about Gaming: Student should have knowledge about
game theory, history of various types of games, survey of computer game
categories and major game components including an overview of the game
development process. Ref. 1]
2. Familiar with Process of Game Design: Student should have covered the
skills and tools needed for story and character development, game design,
production, testing, , interface, and content development. [Ref. 1 ]
3. Game Design Strategies: Student should explored game design concepts, such
as challenge, reward, penalties, game balance, and level of difficulty, artificial
intelligence, game genres and the social aspects of gaming. [1]
Course Description
..........................................................................................................................................
......
Level design is the art of creating believable environments, stages and missions for
games. Upon completion of this class student will have a strong foundation and
understanding of how to analyze game levels and break them down into their basic
components, purpose does it serve, level functionality and how does the current level
ties to previous features serve. Students will also learn about level pacing and flow and
the importance of visuals. The fun factor will also be covered, as a way of tying the
individual components together [3]. The course will explore topics including
architecture, flow, pacing and puzzles and the usage of a level editor. Students will
investigate technical design issues including the construction, texturing, lighting and
scripting of modern game levels. The roles, duties and challenges of the level designer
will also be discussed [5]. A combination of lecture, discussion and hands-on
applications are used to teach issues addressed by game and level designers. The course
integrates theories and skills to demonstrate and simulate the decisions, skills, tools,
problems and working conditions of a level designer who is responsible for designing
the game spaces in which the player competes.[2]
Course aims and objectives
....................................................................................................................................
On completion of the course the student will be able to:
● Discuss and employ basic principles and practices within level design as well
as analyses and discuss own and others work within the area
● Develop a theoretical model of a playable level
● Define and demonstrate solutions by applying methods and practices such as
brainstorming, concept art and GGD.
● Build and test a playable level in an existing game engine by applying
●
●
●
●
●
●
methods and practices such as templeting and prototyping
Perform in a team
Students will gain a more in depth understanding of the design process [6]
Understanding of architecture, theories of flow and balance in game play, and
a firm grasp of the Unreal Editor[4]
Students develop original level design concepts
The student will develop advanced skills in preproduction, modeling, rigging,
weight mapping, and texturing game characters
Other skills in: [2]:
○ Story and scripting
○ sound
○ Multi-player systems
○ Game documentation
○ Play testing
I. Intended Learning Outcomes of Course (ILOs)
a. Knowledge and Understanding
On completing the course, students should be able to:
K.1 Discuss and employ basic principles and practices within level design
as well as analyse and discuss own and others work within the area
K.2 Develop a theoretical model of a playable level
K.3
K.4
K.5 Apply and test a playable level in an existing game engine by
applying methods and practices such as templating and prototyping
b. Intellectual/Cognitive Skills
On completing the course, students should be able to:
I.1 Make a feasibility study for a specific game leveling system.
I.2 Differentiate the design process
I.3 Choose architecture, theories of flow and balance in game play, and a firm
grasp of the Unreal Editor.
I.4 The ability to develop original level design concepts ….
I.5 Perform in a team a team
c. Practical/Professional Skills
On completing the course, students should be able to:
P.1 Select, Build and apply test for a playable level in an existing game engine by
applying methods and practices such as templating and prototyping
P2.
Design, devise, and evaluate a computer game
d. General and Transferable Skills
On completing the course, students should be able to:
T.1 T2.
Participate in and lead game projects
T.2 T4.
Provide a scientific basis in computer games and serious
gaming to future studies and to prepare for a career in the area, gather
and interpret information and research findings on computer games
and serious gaming.
T.3 Provide/Participate in creating methodologies for production quality
game levels.[4]
II. Course Matrix Contents
Duration
(student
working
hours)
K&U
History of game level design
[7]
1 WEEK
K1,k2
Level Purpose and Theme[3]
1 WEEK
K1
Level Goals and Objectives[3]
1 WEEK
K1
P1
Environmental Modeling[3]
1 WEEK
K1
P2
Pacing and Flow[3]
1 WEEK
K1
Topics
1-
learn how to critically
evaluate game design [7]
Level Transition using
3- reward systems [7]
2-
4- Working with sound [7]
5-
Moving
to
Dimension
the
Third
1WEEK
Course ILOs Covered by Topic
(By ILO Code)
K1
1WEEK
K1
1WEEK
K1
1WEEK
P.S.
G.S.
P3
K1
Moving to Multiplayer
1 WEEK
K1
Testing Levels
1 WEEK
K1
Designing for third-person
camera and gameplay
1 WEEK
Designing for games based on
real spaces and vice versa.
1 WEEK
The world as a puzzle.
Designing level mechanics
1 WEEK
Designing for swimming,
flying, vehicles, and more
1 WEEK
Total student working
hours
I.S.
K1
K1
K1
K1
P4
200
hours
III. List of References
 The Hows and Whys of Level Design 2nd Edition, by Sjoerd
“Hourences” De Jong"
Essential
http://www.hourences.com/the-hows-and-whys-of-level-design-about/
Text
 Level Up!: The Guide to Great Video Game Design, by Scott
Books
Rogers
Course
notes
Recomm
ended
books









Periodica
ls, Web 
sites, etc
…



Theory of Fun for Game Design by Raph Koster [4]
Architecture: Form, Space, & Order by Francis D. K. Ching
A Pattern Language: Towns, Buildings, Construction by
Christopher Alexander Towards a Ludic Architecture by Steffen
Walz
[1] : http://www2.itttech.edu/campus/desc.cfm?prog_id=2251#GD375
[2]: https://www.sheridancollege.ca/academics/programs-andcourses/game-level-design.aspx
[3]: http://www.fullsail.edu/degrees/online/game-designbachelors/courses/level-design-GDN-3631
[4]http://www.seriousgameuniversity.com/index.php?option=com_co
ntent&view=article&id=7&Itemid=65
[5]http://www.cdm.depaul.edu/academics/pages/courseinfo.aspx?Subj
ect=GAM&CatalogNbr=341 –GAM 341: Introduction to Level
Design
Ref. [6]
https://docs.google.com/file/d/0B_emGO_CgNZHWE8zX1JORE95T
zg/edit?pli=1
http://www.bellevue.edu/resources/courses/courselisting.aspx?concentration=GAME
[7]http://www.reddit.com/r/gamedev/comments/y8ker/level_design_ii
_syllabus_chapman_university/
Note: Ref. [7] : EXCELLENT SOURCE FOR TOOLS, COMMUNITY …
IV. Facilities required for teaching and learning

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