![]() | Guía Docente 2024-25 PRODUCCIÓN DE VIDEOJUEGOS |
BASIC DETAILS:
Subject: | PRODUCCIÓN DE VIDEOJUEGOS | ||
Id.: | 31383 | ||
Programme: | GRADUADO EN DISEÑO Y DESARROLLO DE VIDEOJUEGOS. 2013 (BOE 28/03/2014) | ||
Module: | DISEÑO DE VIDEOJUEGOS | ||
Subject type: | OBLIGATORIA | ||
Year: | 4 | Teaching period: | Segundo Cuatrimestre |
Credits: | 6 | Total hours: | 150 |
Classroom activities: | 70 | Individual study: | 80 |
Main teaching language: | Inglés | Secondary teaching language: | Inglés |
Lecturer: | Email: |
PRESENTATION:
PROFESSIONAL COMPETENCES ACQUIRED IN THE SUBJECT:
General programme competences | G01 | Ability to use learning strategies independently for use in the continuous improvement of professional practice. |
G02 | Ability to analyse and synthesise problems of their professional activity and apply in similar environments. | |
G03 | Ability to achieve common results through teamwork in a context of integration, cooperation and encouraging critical discussion. | |
G04 | Ability to critically think about information, data and lines of action and their implementation in relevant social, scientific ethical issues. | |
G06 | Ability to solve complex problems or contingencies that arise during professional activity within any organisation and adapt to the needs and demands of their professional environment. | |
G07 | Ability to handle different complex knowledge models through a process of abstraction and its application to approach and solve problems. | |
G09 | Ability to work with respect for the environment and society through the proper use of technology and its application in promoting a sustainable economy and environment. | |
G10 | Ability to master information and communication technologies and their application in their professional field. | |
Specific programme competences | E33 | Ability to develop production developments in the field of video games. |
E36 | Ability to identify and implement legal and ethical aspects of the gaming industry | |
Learning outcomes | R01 | Understand the complexity of the production process of a video game, distinguishing the main actors involved in the project, their roles and relationships between them. |
R02 | Acquire the skills and tools needed to manage teams of people in collaborative development projects and coordinate the efforts of different departments involved in the production of a video game (development, quality control, sales, marketing, public relations and finance). | |
R03 | Explain the development life cycle of a video game and select the best approach to the production process. | |
R04 | Understand the need to document the design and development of video games and know the different tools to carry out this work. | |
R05 | Understand the need for different test types and their characteristics. | |
R06 | Use video game production techniques appropriate in the development of specific projects and game productions. | |
R07 | Use audio tools in interactive environments. |
PRE-REQUISITES:
SUBJECT PROGRAMME:
Subject contents:
1 - People & Communication - Soft Skills |
1.1 - Introduction. People: Emotions & Skills. |
1.2 - Video games industry: Market, Audience, Persona |
1.3 - Dialogue & Communication |
2 - Leadership |
2.1 - Leadership Theories & Practices |
3 - Teams |
3.1 - Theories about teams |
3.2 - Learning Companies & Knowledge creation in Teams |
4 - Designing a Game |
4.1 - Value proposition, Competition & Prototyping |
4.2 - Lean Startup, Design Thinking, Visual Thinking and other theories. |
5 - Producing a Game |
5.1 - Project Management with Agile Methodologies |
6 - Funding & Budget |
6.1 - Basic Numbers to produce a game |
7 - Distribution & Communication |
7.1 - Distribution of a game |
7.2 - Newsworthy |
8 - Branding & Personal Portfolio |
8.1 - Personal Branding & Company Branding |
8.2 - Pitching & Personal Portfolio |
Subject planning could be modified due unforeseen circumstances (group performance, availability of resources, changes to academic calendar etc.) and should not, therefore, be considered to be definitive.
TEACHING AND LEARNING METHODOLOGIES AND ACTIVITIES:
Teaching and learning methodologies and activities applied:
This course will use the following methodologies in order to give the students the best opportunity to develop their competences: lectures, practical cases, exercises and cousework presentations.
Participation in class will be accounted in the final score. All readings, practices and works will be announced using the Online University Platform (pdu.usj.es).
Student work load:
Teaching mode | Teaching methods | Estimated hours |
Classroom activities | ||
Master classes | 20 | |
Practical exercises | 8 | |
Practical work, exercises, problem-solving etc. | 10 | |
Debates | 8 | |
Coursework presentations | 4 | |
Laboratory practice | 12 | |
Participation in seminars, conferences etc. | 2 | |
Other practical activities | 3 | |
Assessment activities | 3 | |
Individual study | ||
Tutorials | 2 | |
Individual study | 26 | |
Individual coursework preparation | 25 | |
Group cousework preparation | 22 | |
Research work | 5 | |
Total hours: | 150 |
ASSESSMENT SCHEME:
Calculation of final mark:
Written tests: | 20 | % |
Individual coursework: | 20 | % |
Group coursework: | 30 | % |
Final exam: | 20 | % |
Attendance and Participation: | 10 | % |
TOTAL | 100 | % |
*Las observaciones específicas sobre el sistema de evaluación serán comunicadas por escrito a los alumnos al inicio de la materia.
BIBLIOGRAPHY AND DOCUMENTATION:
Basic bibliography:
CHANDLER, H. M. The game production handbook. Jones & Bartlett Publishers. 2009 |
BETHKE, E. Game development and production. Wordware Publishing, Inc. 2003 |
MARTIN, C. B.; DEUZE, M. The independent production of culture: A digital games case study. Games and culture, 4(3), 276-295. 2009 |
Recommended bibliography:
GOLEMAN, D.; BOYATZIS, R. Social intelligence and the biology of leadership. Harvard Business Review, 86(9), 74-81. 2008 |
BANKS, J. Co-creating videogames. Bloomsbury Publishing. 2013 |
CASTRONOVA, E. Synthetic worlds: The business and culture of online games. University of Chicago press. 2008 |
FREEMAN, R. E. Stakeholder Theory of the Modern Corporation, Perspectives in Business Ethics, 3, pp. 38-48. 2001 |
GABRIELSSON, M.; KIRPALANI, V. M. Born globals: how to reach new business space rapidly. International Business Review, 13(5), 555-571. 2004 |
GOLEMAN, D.; BOYATZIS, R.; MCKEE A. Primal Leadership: the Hidden Power of Emotional Inteligence. In J. V. Gallos, Business Leadership (pp. 16-25). San Francisco: Jossey-Bass, 2008 |
KLEIN, L. UX for lean startups: Faster, smarter user experience research and design. CA: O'Reilly Media, Inc., 2013 |
KOUZES, J. M.; POSNER, B. Z. The Five Practices of Exemplary Leadership. In J. V. Gallos, Business Leadership (pp. 26-35). San Francisco: Jossey-Bass, 2008 |
PORTER M. E. and KRAMER, M.R. Strategy and Society: The Link Between Competitive Advantage and Corporate Social Responsibility. Harvard Business Review. December, 2006 |
PORTER, M. E. Competitive strategy: Techniques for analyzing industries and competition. New York, 300, 1980 |
Recommended websites:
* Guía Docente sujeta a modificaciones