Undergraduate Degree




DM3007 Game Design II

[Studio Contact Hours: 39 hours; Pre-requisites: DM2001; Academic Unit: 4.0]




Academic Unit


4 AU

Course Description


Learning Objective

To deliver to students through practice-based teaching a continuation of the skills that they learned in DM2001 Game Design I. To develop the students’ ideation, development and prototyping skills. To introduce to the students the management skills and knowledge needed to develop a game.


This intermediate game design course takes the core skill set and the topics covered in Game Design I and focuses on an examination of the thought processes required for the creation of a contemporary 3D game. Students will be encouraged to explore the topic by focusing on gaining an understanding of game systems through a series of experiments. This course is designed to encourage the student to question what 3D games are and what they can be. This course will cover the importance of team centred issues such as management, team roles, game documentation, workflow and goal setting.

Course Outline




• Intro to course

2 - 6

• Inspiration: an Examination of 3D Games in Both Practical and Virtual Environments

• Proposed Game Prototype: review and critique 

• Concept Development Lecture

• Project Development and Draft 

• Implementing Digital Prototypes


• Mid Sem review of assignments

8 - 12

• Testing of Prototypes: Alpha Testing

• Gathering Player Feedback

• Revision: Beta Testing


• Final review of assignments

Learning Outcome

The student will have a familiarity with the project management skills needed to ideate, design and develop a game. The student will have a developed understanding of the formal, dramatic and aesthetic elements of game design and creation.

Student Assessment

  1. Final Assessment: 30%

  2. Continuous Assessment: 70% (of which at least 15% is participation)

Continuous assessment components may include:

  • Studio-based exercises and projects

  • Individual, group and team-based assignments


  1. Katie Salen, Eric Zimmerman (Eds), The Game Design Reader: Rules of Play, MIT Press

  2. Tracey Fullerton, Christopher Swain, Steven Hoffman, Game Design Workshop: Designing Prototyping and Playtesting Games, CMP Books

  3. John P. Flynt, Ben Vinson, Simulation and Event Modeling for Game Developers, Thomson Course Technology

  4. Ed Byrne, Game Level Design, Charles River Media

  5. Espen J Aarseth, Cybertext: Perspectives on Ergodic Literature. Johns Hopkins University Press

  6. Jack M Balkin, Beth Simone Noveck, The State of Play: Law, Games, and Virtual Worlds, New York University Press