CMPT 41263


Status : Elective Pre-requisite : SENG 31563 Co-requisite : None


On completion of this course, the student should be able to:

  • Realize game players needs
  • Describe why game players play games
  • Design a computer game
  • Prepare necessary documents.

Why do players play? Players want: a challenge, to socialize, a dynamic solitary experience, bragging rights, an emotional experience, to explore, to fantastic, to interact What do players expect? Players expect: a consistent world, to understand the Game’s World bounds, reasonable solutions to work, direction, to accomplish a task incrementally, to be immersed, some setbacks, a fair chance, to not need to repeat themselves, to not get hopelessly stuck, to do, not watch, Players do not know what they want, but they know when it is missing.

Starting with game play, technology and story, working with limitations, establishing focus, maintaining focus, sub-focuses, using focus, the elements of game play: unique solutions, nonlinearity, modelling reality, teaching the player, input/output, basic elements.

Designer’s story vs. player’s story, places for storytelling, linear writing pitfalls, game stories, the dream, getting the gameplay working: the organic process, building the game, programming, game development documentation: concept document, pitch document, proposal, competitive analysis, design document, flowcharts, story bible, script, art bible, the game minute, storyboards, technical design documents, schedules and business/marketing documents.

The design document, designing design tools, level design, play testing.

Lectures, self-study assignments and group work.

End of course unit examination and continuous assessment.

  1. Rouse III, R (2005) Game Design: Theory and Practice (2nd Edition) (Wordware Game Developer's Library), Jones & Bartlett
  2. Schell, J (2008). The Art of Game Design: A book of lenses. Elsevier
  3. Novak, J (2012).Game Development Essentials: An Introduction. Cengage Learning.