Learning Goals & Products

Learning Goals

1

Students will be able to investigate a defined player audience and patterns of fun, frustration, accessibility, and meaning to identify evidence-based user needs for an engaging game experience.

2

Students will be able to define gameplay criteria and constraints for audience, engagement, meaning, accessibility, ethics, scope, and playability to frame a feasible game design problem.

3

Students will be able to prototype core mechanics, player goals, rules, controls, challenges, and feedback systems to create a coherent interactive gameplay loop.

4

Students will be able to apply ethical and responsible design principles addressing accessibility, fairness, representation, privacy, persuasive mechanics, and player well-being to produce an inclusive and meaningful game experience.

5

Students will be able to test and refine game usability by collecting player observations and feedback, identifying patterns, and implementing actionable revisions to improve accessibility, engagement, and playability.

6

Students will be able to justify collaborative game-development decisions and individual contributions using audience evidence, ethical reasoning, playtest findings, and reflection to communicate how the launched game serves its intended players.

Products

individual

Individual Player-Centered Game Design Portfolio and Rationale

Each student submits an evidence-based portfolio containing audience findings, criteria and constraints, an original gameplay concept prototype, analysis of ethical design choices, playtest data with proposed revisions, and a reflection documenting collaboration and individual contributions. The portfolio concludes with a concise rationale explaining how the team’s launched game became fun, meaningful, accessible, and playable for its audience.

team

Publicly Launched Playable Video Game and Design Defense

Each team launches a functional game with a coherent gameplay loop, responsible and accessible design features, documented user testing and revisions, and audience-facing promotional material. At a public game-launch arcade, the team demonstrates the game and defends how audience research, shared decisions, ethical principles, and playtest evidence shaped the final experience.

Rubric

No rubric has been generated yet.