Stoke-on-Trent, United Kingdom

Computer Gameplay Design and Production

Bachelor's
Language: EnglishStudies in English
Subject area: computer science
Qualification: BSc
Kind of studies: full-time studies, part-time studies
Bachelor of Science (BSc)
University website: www.staffs.ac.uk
Computer
A computer is a device that can be instructed to carry out sequences of arithmetic or logical operations automatically via computer programming. Modern computers have the ability to follow generalized sets of operations, called programs. These programs enable computers to perform an extremely wide range of tasks.
Design
Design is the creation of a plan or convention for the construction of an object, system or measurable human interaction (as in architectural blueprints, engineering drawings, business processes, circuit diagrams, and sewing patterns). Design has different connotations in different fields (see design disciplines below). In some cases, the direct construction of an object (as in pottery, engineering, management, coding, and graphic design) is also considered to use design thinking.
Gameplay
Gameplay is the specific way in which players interact with a game, and in particular with video games. Gameplay is the pattern defined through the game rules, connection between player and the game, challenges and overcoming them, plot and player's connection with it. Video game gameplay is distinct from graphics and audio elements.
Production
Production may be:
Design
One of the best ways to economize in building is to economize on ugliness. ...Nothing can be greater service in avoiding ugliness than a knowledge of the principles of design.
Ernest Flagg, Small Houses: Their Economic Design and Construction (1922)
Design
Good design looks right. It is simple (clear and uncomplicated). Good design is also elegant, and does not look contrived. A map should be aesthetically pleasing, thought provoking, and communicative
Arthur H. Robinson (1953) Elements of Cartography p. 318
Production
To those who clamor, as many now do, "Produce! Produce!" one simple question may be addressed:—"Produce what?" ...What can be more childish than to urge the necessity that productive power should be increased, if part of the productive power which exists already is misapplied? Is not less production of futilities as important as, indeed a condition of, more production of things of moment? ... Yet this result of inequality ... cannot be prevented, or checked, or even recognized by a society which excludes the idea of purpose from its social arrangements and industrial activity.
R. H. Tawney, The Acquisitive Society (1920), p. 39.
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