This exciting new programme will enable you to engage in, and experiment with, practical game design. Together we will explore a range of theories and concepts with which to analyse the various values of games, play and pleasure, and go back to 'basics' by considering what it is that makes for 'good' game play. Different types of games are explored with the aim of developing designs that are both innovative and that might appeal beyond the current core markets for digital games.
You will be taught by a team of experienced games researchers, some of whom have played a pioneering role in making game studies a new academic discipline. The programme is led by Professor Tanya Krzywinska, President of Digital Games Research Association, co-author of Tomb Raiders and Space Invaders: Videogames Forms and Meanings (IB Tauris, 2006) and co-editor of ScreenPlay: Cinema/Videogames/Interfaces (Wallflower, 2002) and Videogame/Player/Text (MUP, 2007). The programme is co-taught by Professor Steve Jackson, acclaimed author of interactive fictions, co-founder of GamesWorkshop and Lionhead Studios.
Each module will have a range of assessments; some practical, others written.
* Game Design I (term 1, 30 credits) [practical group design projects (small); written evaluative case study 2000 words; assessed presentation]
o Principles behind the rules and play of games. Detailed study of how games function to create experiences, including rule design, play, mechanics/structure, game balancing, social game interaction and the integration of textual strategies to create the gaming experience. A range of paper-based and/or digitally rendered designs trial ideas and provide the focus for an evaluative case study, which is also presented orally.
* Critical Approaches (term 1, 30 credits) [ 2 x 5000 word essays]
o Criticism and analysis of games. Detailed study of the different methodological approaches used in the study of games/videogames. Students engage with issues of constructing a vocabulary used to evaluate critically the aesthetics of videogames and their relation to and distinction from other media. Case studies on particular games as objects of critical study.
* Game Design II (term 2, 30 credits) [1 x practical design project tailored to a specific platform (large); written evaluative case study 3000 words; assessed presentation]
o Building on work in Game Design I, develop individually a design for a game for a particular platform (phone; PC; handheld, console etc). The game can be delivered in digital format for those with technical skills or as storyboard, character profiles, visual 'mood board'/style palette, sound-effects/music profiling. The project will demonstrate practical application of ideas explored in Critical Approaches to show a deep understanding of concepts of pleasure, genre, core game-play values, structure and rules.
* Socio-cultural Contexts (term 2, 30 credits) [ 2 x 5000 word essays]
o Analysis of how games reflect and construct individuals and groups. Detailed study of work conducted on the social-cultural implications of games from across a range of disciplines. In light of these knowledges/findings/theories, a focused case study of an existing MMoRPG (massively multiplayer online role-playing game) in terms of online economies, community building, fan cultures and creative reworkings of game content, the role of culture in shaping games and the way that games might shape culture.
* Final Project [either 12,000-18,000 words or 8,000 words with practical component - delivered in either digital format or as a design document (term 3, 60 credits).
Students are expected to use the MA forum for discussions and each student is encouraged to sign up for a MMO to enable collective play, which will become the subject of evaluative discussion across the modules.
* Students will engage in, and experiment with, practical games creation, with workshops led by designers working in the industry, as well as explore a range of theories and concepts with which to analyse the values of games, play and pleasure.
* This programme offers uniquely a focus on practical games design, informed by theory that is not offered by any other university. It is not a software or graphics training programme.
* We have a team of experienced games researchers teaching on the programme, some of whom have played a pioneering role in making game studies a new academic discipline.
A combination of practical games-making work, presentations and essays of varying length.
Workshops and seminars led by designers working in the industry, online collaborations, lectures, tutorials.
Games industry and related, academic. This programme is likely to be of interest to those who wish to gain expertise in the design of digital games as level designers, Q&A, project managers. It may be of interest to those already working in the industry and to those seeking to enter into an academic career.