CHF 1,500 / HEAD – Genève alumni: CHF 1,200
French (English possible)
Equivalent to 2 ECTS credits
5 days. The course requires independent work outside of class sessions.
Campus HEAD, Genève
Continuing education certificate
Marion Bareil
Whether you are a journalist, a researcher, or a member of an association, an institution, or an international organization, games, whether video games or board games, can offer you an innovative platform for sharing messages and knowledge, reaching diverse and sometimes unexpected audiences.
This course teaches the design of serious games based on the fundamental principles of game design, such as the game loop, the concept of “flow,” and the difficulty curve. It also emphasizes the importance of fun, surprise, and exploration in creating an engaging experience.
For example, a board game designed to raise awareness of social or health issues in an educational way can be a powerful tool for generating interest and engagement around these topics. Designed as interactive and playful tools, these games provide information and perspectives while involving players in educational missions.
The aim of this course is to help you acquire the basics of serious game design.
You will learn how to identify a target audience, write a game pitch, develop rules and mechanics, and build a testable prototype. These elements will enable you to present your game concept and consider its future development.
Explore the many possibilities offered by serious games and discover how they can be used as a powerful means of raising awareness and sharing knowledge.
To be completed.
No technical skills are required apart from basic computer literacy.
However, participants are encouraged to have some basic knowledge of the following software (non-exhaustive list):
Participants should bring their own computer (with Reaper software, available as open source) and their own sound recorder if they have one; HEAD provides sound equipment (sound studio, handheld recorders, etc.).
This course will enable participants to develop a game concept and produce the documents needed to explain and communicate it to a production team. Through the analysis of existing games, the writing of a pitch, and the production of a testable prototype, participants will learn not only concepts such as the game loop and the player experience, but also the art of the “pitch,” which makes it possible to explain a project and to secure the funding and collaborators needed to make a game.
Lectures and workshops.