Faculty of Education and Arts

School: Communications and Arts

This unit information may be updated and amended immediately prior to semester. To ensure you have the correct outline, please check it again at the beginning of semester.

  • Unit Title

    Writing for Games
  • Unit Code

    GDT2105
  • Year

    2015
  • Enrolment Period

    1
  • Version

    1
  • Credit Points

    15
  • Full Year Unit

    N
  • Mode of Delivery

    On Campus

Description

This unit is an introduction to the fundamentals of writing for computer games. Students will learn how to develop narratives for non-linear, interactive media across a variety of genres, including first-person shooters and adventure games. Students will also work on developing emotionally complex game characters, dialogue, worlds, levels, quests, cut scenes, and puzzles.

Equivalent Rule

Unit was previously coded GDT3102, GDT4105

Learning Outcomes

On completion of this unit students should be able to:

  1. Analyse conceptual design principles for a game genre.
  2. Discuss the development of characters, dialogue, worlds, levels, cut scenes and puzzles in single-player and multi-player games.
  3. Discuss the fundamentals of writing for non-linear, interactive games.
  4. Produce game design documents develop an idea for a game.

Unit Content

  1. Character creation and game dialogue.
  2. Game genres.
  3. Game worlds, levels, puzzles and cut scenes.
  4. Writing for emotional complexity and online games.
  5. Writing for non-linear, interactive narratives.

Additional Learning Experience Information

Lectures. Tutorial workshops.

Assessment

GS1 GRADING SCHEMA 1 Used for standard coursework units

Students please note: The marks and grades received by students on assessments may be subject to further moderation. All marks and grades are to be considered provisional until endorsed by the relevant Board of Examiners.

ON CAMPUS
TypeDescriptionValue
JournalGame Design Blog30%
Creative WorkMachinima Cut Scene35%
Creative WorkGame Design Document35%

Text References

  • Rollings, A. & Adams, E. (2003). On game design. Berkeley, California: New Riders.
  • Grossman, A. (Ed.). (2003). Postmortems from game developer. San Francisco: CMP Books.
  • Bates, B. (2001). Game design: The art and business of creating games. Roseville, California, USA: Prima Tech.
  • Fullerton, T., Swain, C., & Hoffman, S. (2004). Game design workshop. Designing, prototyping, and playtesting games. San Francisco: CMP Books.
  • Freeman, D. (2003). Creating emotion in games: The craft and art of emotioneering. Indianapolis, Indiana: New Riders.
  • Glassner, A. (2004). Interactive storytelling: Techniques for 21st century fiction. Natick, Massachusetts: A. K. Peters.

Disability Standards for Education (Commonwealth 2005)

For the purposes of considering a request for Reasonable Adjustments under the Disability Standards for Education (Commonwealth 2005), inherent requirements for this subject are articulated in the Unit Description, Learning Outcomes and Assessment Requirements of this entry. The University is dedicated to provide support to those with special requirements. Further details on the support for students with disabilities or medical conditions can be found at the Access and Inclusion website.

Academic Misconduct

Edith Cowan University has firm rules governing academic misconduct and there are substantial penalties that can be applied to students who are found in breach of these rules. Academic misconduct includes, but is not limited to:

  • plagiarism;
  • unauthorised collaboration;
  • cheating in examinations;
  • theft of other students' work;

Additionally, any material submitted for assessment purposes must be work that has not been submitted previously, by any person, for any other unit at ECU or elsewhere.

The ECU rules and policies governing all academic activities, including misconduct, can be accessed through the ECU website.

GDT2105|1|1

Faculty of Education and Arts

School: Communications and Arts

This unit information may be updated and amended immediately prior to semester. To ensure you have the correct outline, please check it again at the beginning of semester.

  • Unit Title

    Writing for Games
  • Unit Code

    GDT2105
  • Year

    2015
  • Enrolment Period

    2
  • Version

    1
  • Credit Points

    15
  • Full Year Unit

    N
  • Mode of Delivery

    On Campus

Description

This unit is an introduction to the fundamentals of writing for computer games. Students will learn how to develop narratives for non-linear, interactive media across a variety of genres, including first-person shooters and adventure games. Students will also work on developing emotionally complex game characters, dialogue, worlds, levels, quests, cut scenes, and puzzles.

Equivalent Rule

Unit was previously coded GDT3102, GDT4105

Learning Outcomes

On completion of this unit students should be able to:

  1. Analyse conceptual design principles for a game genre.
  2. Discuss the development of characters, dialogue, worlds, levels, cut scenes and puzzles in single-player and multi-player games.
  3. Discuss the fundamentals of writing for non-linear, interactive games.
  4. Produce game design documents develop an idea for a game.

Unit Content

  1. Character creation and game dialogue.
  2. Game genres.
  3. Game worlds, levels, puzzles and cut scenes.
  4. Writing for emotional complexity and online games.
  5. Writing for non-linear, interactive narratives.

Additional Learning Experience Information

Lectures. Tutorial workshops.

Assessment

GS1 GRADING SCHEMA 1 Used for standard coursework units

Students please note: The marks and grades received by students on assessments may be subject to further moderation. All marks and grades are to be considered provisional until endorsed by the relevant Board of Examiners.

ON CAMPUS
TypeDescriptionValue
JournalGame Design Blog30%
Creative WorkMachinima Cut Scene35%
Creative WorkGame Design Document35%

Text References

  • Rollings, A. & Adams, E. (2003). On game design. Berkeley, California: New Riders.
  • Grossman, A. (Ed.). (2003). Postmortems from game developer. San Francisco: CMP Books.
  • Bates, B. (2001). Game design: The art and business of creating games. Roseville, California, USA: Prima Tech.
  • Fullerton, T., Swain, C., & Hoffman, S. (2004). Game design workshop. Designing, prototyping, and playtesting games. San Francisco: CMP Books.
  • Freeman, D. (2003). Creating emotion in games: The craft and art of emotioneering. Indianapolis, Indiana: New Riders.
  • Glassner, A. (2004). Interactive storytelling: Techniques for 21st century fiction. Natick, Massachusetts: A. K. Peters.

Disability Standards for Education (Commonwealth 2005)

For the purposes of considering a request for Reasonable Adjustments under the Disability Standards for Education (Commonwealth 2005), inherent requirements for this subject are articulated in the Unit Description, Learning Outcomes and Assessment Requirements of this entry. The University is dedicated to provide support to those with special requirements. Further details on the support for students with disabilities or medical conditions can be found at the Access and Inclusion website.

Academic Misconduct

Edith Cowan University has firm rules governing academic misconduct and there are substantial penalties that can be applied to students who are found in breach of these rules. Academic misconduct includes, but is not limited to:

  • plagiarism;
  • unauthorised collaboration;
  • cheating in examinations;
  • theft of other students' work;

Additionally, any material submitted for assessment purposes must be work that has not been submitted previously, by any person, for any other unit at ECU or elsewhere.

The ECU rules and policies governing all academic activities, including misconduct, can be accessed through the ECU website.

GDT2105|1|2