On the basis of
• IMT1031 Introductory Programming
• IMT1361 Game Design
Expected learning outcomes
After successfully completing the program, students will possess the following:
• Understand the process of rapid prototyping given severe time limitations
• Understand at least two different rapid prototyping tools
• Recognise situations or behaviours that limit innovation
• Are able to analyse a problem quickly and generate innovative solutions, which can be prototyped.
• Are able to plan the development of a prototype within limited time
• Are able to select features which can be implemented quickly
• Demonstrable skill in developing a prototype to demonstrate an innovative idea
• Are able to present the results of a prototyping session orally
• Are able to conduct an after action review of the innovation and prototyping process to identify strengths and weaknesses of their innovation processes.
• Improvement in the ability to work in a diverse team
• Improved confidence in the ability to create innovative content
• Understanding of the value of other disciplines in the development of innovative solutions
The topics include, but are not limited to:
- Software innovation
- Supporting software innovation
- Identifying high value innovation
- Return on investment
- Rapid prototyping tools
- Principles of rapid prototyping
- GameJams / idea24plus - idea generation and prototyping
- Prototyping in context
- Value chains
- Getting innovation to market
- Review and analysis of intense development cycles
- Post mortems
- After action review
- Accurate performance evaluation and feedback
Teaching Methods (additional text)
This course is focused on rapid prototyping in a very time limited situation. The course requires the development of an idea, and a prototype of that idea within a period of 48 to 72 hours. The course requires the student to participate in two rapid prototyping sessions during the course. These can be selected from: Idea24plus, Global Game Jam, Games for Health Jam, The Gathering Creative Ticket, or other events which support the process of rapid prototyping with extreme time pressure.
These intense development cycles are supported by lectures introducing the principles and tools of rapid prototyping, and by review sessions focused on analyzing the development cycle and learning as much as possible from each session.
Form(s) of Assessment
Oral exam, group
Evaluation of Project(s)
Form(s) of Assessment (additional text)
Each student will present their work as part of a group presentation at the end of each session. Students will pass or fail on each game development session based on criteria which include:
• Understanding requirements
• Approach to breaking up the development tasks
• Ability to develop a prototype of an idea
• Depth of reflection during review sessions
• Identification of important events and learning opportunities.
Each presentation will be to a team of reviewers. The exact distribution of the review team will vary, but ideally it will have:
• The supervisor for the course
• An internal academic reviewer
• A subject matter expert for the case of serious games or modeling
• A current industry professional
Students who do not pass 2 of the 4 rapid prototyping sessions within a year can participate in the same events in the following year. Once 2 have been passed in total the student will pass the course.
Presentation material and notes can be brought into the oral presentation
Successful completion of two rapid prototyping events.
Reading lists and content will be provided before each development session
Recommended reading includes:
• The Lean Startup: How Today's Entrepreneurs Use Continuous Innovation to Create Radically Successful Businesses, Eric Ries, 2011