SRJC Course Outlines

12/18/2025 4:55:46 PMFMA 11 Course Outline as of Fall 2026

New Course (First Version)
CATALOG INFORMATION

Discipline and Nbr:  FMA 11Title:  COMM & GAME DESIGN  
Full Title:  Communication through Game Design
Last Reviewed:12/9/2024

UnitsCourse Hours per Week Nbr of WeeksCourse Hours Total
Maximum3.00Lecture Scheduled3.0017.5 max.Lecture Scheduled52.50
Minimum3.00Lab Scheduled04 min.Lab Scheduled0
 Contact DHR0 Contact DHR0
 Contact Total3.00 Contact Total52.50
 
 Non-contact DHR0 Non-contact DHR Total0

 Total Out of Class Hours:  105.00Total Student Learning Hours: 157.50 

Title 5 Category:  AA Degree Applicable
Grading:  Grade or P/NP
Repeatability:  00 - Two Repeats if Grade was D, F, NC, or NP
Also Listed As: 
Formerly: 

Catalog Description:
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Students will explore the historical, theoretical, and philosophical functions of games as cultural artifacts for meaning making. Students will examine a wide range of fundamental game principles related to non-digital games, such as aesthetics, iteration, playtesting, and group interaction. Additionally, students will critically analyze game mechanics, design, and gaming cultures.

Prerequisites/Corequisites:


Recommended Preparation:
Eligibility for ENGL C1000 or EMLS 10 or equivalent or appropriate placement based on AB705 mandates.

Limits on Enrollment:

Schedule of Classes Information
Description: Untitled document
Students will explore the historical, theoretical, and philosophical functions of games as cultural artifacts for meaning making. Students will examine a wide range of fundamental game principles related to non-digital games, such as aesthetics, iteration, playtesting, and group interaction. Additionally, students will critically analyze game mechanics, design, and gaming cultures.
(Grade or P/NP)

Prerequisites:
Recommended:Eligibility for ENGL C1000 or EMLS 10 or equivalent or appropriate placement based on AB705 mandates.
Limits on Enrollment:
Transfer Credit:CSU;
Repeatability:00 - Two Repeats if Grade was D, F, NC, or NP

ARTICULATION, MAJOR, and CERTIFICATION INFORMATION

Associate Degree:Effective:Inactive:
 Area:
 
CSU GE:Transfer Area Effective:Inactive:
 
IGETC:Transfer Area Effective:Inactive:
 
CSU Transfer:TransferableEffective:Fall 2026Inactive:
 
UC Transfer:Effective:Inactive:
 
C-ID:

Certificate/Major Applicable: Both Certificate and Major Applicable



COURSE CONTENT

Student Learning Outcomes:
At the conclusion of this course, the student should be able to:
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1. Describe and explain the formal elements, theories, and techniques of game design.
2. Analyze and critique the historical and cultural principles of game design.
3. Demonstrate team collaboration in the iteration and development of an original game.
 

Objectives: Untitled document
At the conclusion of this course, the student should be able to:
1.  Explore the historical development of game design structures.
2.  Identify how game design, the human experience, and culture influence each other.
3.  Critically analyze the components of various published games.
4.  Evaluate the principles of theoretically sound game design, including gameplay, feedback, interactivity, core mechanics, and game balancing, and how these elements create meaningful experiences for players.
5.  Describe the roles of a game development team and the stages of game development.
6.  Investigate the ways game design elements communicate and structure player experience.

Topics and Scope
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I. Role of Game Design Team
    A Working in an agile development team
    B. Understanding and negotiating group roles and expectations
    C. Game design
         1. Passion
         2. Communication
         3. Teamwork
         4. Process control
         5. Inspiration and creativity
II. Communicative Structures of Games
    A. Rules
    B. Objectives, challenges, and actions
    C. Procedures and mechanics
    D. Resources
    E. Conflict verses cooperation
    F. Goals
    G. Victory, loss, and termination condition
III. Iterative Design Process
    A. Brainstorming
    B. Game concept and pitch
    C. Rapid prototyping and modifying
    D. Design documentation
    E. Playtesting
    F. Production
    G. Quality assurance
IV. Game Design Analysis
    A. Formal elements of games
         1. Rule development and structure
         2. Player-centric game design
    B. Dramatic elements of games and narrative
    C. Systemic elements of games
         1. Game balancing
              a. Dominant strategy
              b. Asymmetrical game balancing
              c. Chance versus luck
              d. Fairness
              e. Manage difficulty
              f. Positive feedback
              g. Catchup mechanisms
              h. Challenges and structure
    D. Building game literacy
         1. Analyzing analog games
              a. Mechanics
              b. Art and layout
              c. Theme
              d. Rules and procedures
V. Cultural Structures of Games
    A. Historical development of game design and mechanics
    B. Cultural function of games
    C. Critical game design
    D. Global perspectives on game designs

Assignments:
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1. Assigned weekly readings (20-30 pages)
2. Quizzes and/or Exams (2-4)
3. Writing assignments totaling 1250 to 2500 words that integrate design research such as: design documents, post-mortem essays, and cultural analysis.
4. Group projects (2-4), such as game analysis, iteration, design exercises, and group work.
5. Experiential exercises such as playtesting and small group activities
6. Additional assignments as determined by instructor may include:
    a. Game critique
    b. Presentations

Methods of Evaluation/Basis of Grade.
Writing: Assessment tools that demonstrate writing skill and/or require students to select, organize and explain ideas in writing.Writing
20 - 25%
Writing assignments
Problem solving: Assessment tools, other than exams, that demonstrate competence in computational or non-computational problem solving skills.Problem Solving
30 - 35%
Group projects
Skill Demonstrations: All skill-based and physical demonstrations used for assessment purposes including skill performance exams.Skill Demonstrations
0 - 0%
None
Exams: All forms of formal testing, other than skill performance exams.Exams
35 - 45%
Exams, quiz(zes)
Other: Includes any assessment tools that do not logically fit into the above categories.Other Category
5 - 10%
Attendance; participation, experiential exercises; game critique, presentations (if assigned)


Representative Textbooks and Materials:
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Game Design Workshop: A Playcentric Approach to Creating Innovative Games. 4th ed. Fullerton, Tracy. Peters, AK /CRC Press. 2018. (Classic).
Game Development Essentials Novak. Jeannie.  4th ed. Cengage. 2022.
The Art of Game Design: A book of lenses.  Schell, J. Burlington. MA: Elsevier. 2019. (Classic).
Challenges for Game Designers. Brathwaite, Brenda. and Schreiber, Ian. 1st ed. Charles River Media. 2008. (Classic).
Introduction to Game Design, Prototyping and Development. Gibson, Jeremy. 3rd ed. Addison-Wesley. 2022
A Theory of Fun For Game Design. Paraglyph Press, Raph Koster. 10th ed. 2013. (Classic).

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