Syllabus

  • Introduction: Defines games through rules and goals while teaching “quick and dirty” note-taking to capture ideas without over-detailing.
  • The Video Game Industry: Surveys a diverse global market and the specialized roles within a development team, from production to sound design .
  • Game Production Pipeline: Details the lifecycle from initial GDD and pre-production to full service and post-launch maintenance .
  • Early Idea Testing: Focuses on market validation using mockup videos to measure CTR and CPI before full-scale development .
  • Game Prototyping: Uses interactive, “throw-away” tests to explore mechanics or direct specific outcomes without focusing on final code .
  • Game Development Tools: Introduces industry standards like Unity, Unreal, and Blender, alongside management tools like TeamGantt.
  • Asset Gathering and Creation: Covers sourcing from marketplaces versus custom 3D modeling, UV unwrapping, and texturing workflows .
  • Vertical Slice: Explains creating a fully polished portion of the game to act as a “North Star” for internal validation and publisher funding .
  • Analytics: Applies data science, tracking events, and AB testing to monitor KPIs like retention and inform game improvements.
  • Monetization & Fundraising: Explores F2P models and rewarded videos alongside funding via platforms like Kickstarter, Patreon, or publishers.
  • Students will individually create a Game Design Document (GDD) and will develo a vertical slice of their game in groups.

Readings

  • Fullerton, T. (2024). Game design workshop: a playcentric approach to creating innovative games. AK Peters/CrC Press.
  • Wang, W. (2023). The structure of game design. Springer.
  • Novak, J. (2022). Game development essentials: an introduction. Novy Publishing.
  • Koster, R. (2013). Theory of fun for game design. " O’Reilly Media, Inc. .
  • McGonigal, J. (2011). Reality is broken: Why games make us better and how they can change the world. Penguin.
  • Schell, J. (2008). The Art of Game Design: A book of lenses. CRC press.

Objectives and Competences

  • Mastering the production process: Learn how to manage a game throughout the entire lifecycle, from documentation preparation (GDD) and pre-production to final launch and maintinence.
  • Vertical Slice: To be trained to develop a polished and working segment of the game, which serves as a visual guide for the team and the main tool for obtaining funds.

Competencies:

  • Validation of ideas: Students learn to test market potential using CTR (Click Through Rate) and CPI (Cost Per Install) metrics before starting an expensive production.
  • Structured Planning: Gain the skills of Document Writing (GDD) and leading the game through all stages from idea to maintinance after release.
  • Rapid prototyping: They learn how to make interactive tests to check the fun of the mechanics, which are separate from the final code.
  • Making a Vertical Slice: They develop a representative part of the game with all the key systems that serves as a guide for the team and a tool for obtaining resources.
  • Professional Communication: They are trained in pitching, taking criticism without being defensive, and leading a team without micromanagement.

Intended Learning Outcomes

Knowledge and understanding:

  • The student understands the complete development cycle from the Game Design Document (GDD) to post-launch service. They understand the significance of a vertical slice, prototyping, and key metrics such as CTR and CPI.

Application:

  • The student knows how to use tools like Unity, Unreal, and Blender for game development. They can independently prepare a GDD and work within a group to develop a functional vertical slice.

Reflection:

  • The student can objectively evaluate the “fun” of mechanics through analytics and prototypes. They can critically assess publisher feedback and the ethical aspects of monetization.