AIU GAM1xx Introduction to Game Design and Development

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Contents

Course Information

Course Title

Introduction to Game Design and Development

Course Number

GAM1xx

Instructors Name

Full Name (optional telephone number and email)

Date

Date course begins or beginning and ending dates of term

Course Length

12 Weeks

Course Schedule

Day(s), Evening(s), Time class begins and ends each meeting

Unit of academic measurement

Quarter

Lecture Hours

40

Lab Hours

40

Externship/Internship Hours

0

Total Credit Hours

6

Total Contact Hours

80

Course Description

This course introduces students to game design and development terminology, principles, tools, and techniques. Students will examine the history and theories of game design, and will explore a variety of game genres and software applications that are used in the creation of digital media. Business principles, legal and ethical issues, and technological developments are discussed in relation to the creation of computer games.

Prerequisite

None

Co-requisites

None

Description of Content

Textbooks

  • REQUIRED Game Development Essentials, Jeannie Novak, Thompson 2004 ISBN 1-4018-6271-3
  • OPTIONAL Game Development and Production, Erik Bethke, Wordware Publishing, Inc., 2003. ISBN: 0-55622-951-8
  • OPTIONAL Game Creation and Careers, Marc Saltzman, New Riders Publishing, 2004. ISBN: 0-7357-1367-7

Resources & Supplies

  • REQUIRED Notebook, pen.

Course Specific Performance Objectives

Upon completion of this course, the student should be able to:

  • Discuss and define game design and development terms and principles.
  • Relate key developments in the history and theory of game design.
  • Explore and describe various game genres, game engines, and media parameters.
  • Participate in user groups, gaming communities, and Internet chat rooms that discuss game design and development issues.
  • Draft design plans, character sketches, documentation, and storyboards for proposed games.
  • Discuss business standards, market research, legal principles, ethical concerns and development processes in the game design and development industry.
  • Test and analyze games to determine the quality of rules, interfaces, navigation, performance, play, artistry, and longevity in design and structure.


Life skills Performance Objectives

Objective Assessment Measures

Subjective Assessment Measures

Program Standards

Purpose

Demonstrate Participation, Communication, and Critical Thinking Skills

  • Participate in group discussions and critiques
  • Participate in group discussions, chat rooms, critiques, and assignments
  • Preparation
  • Participation
  • Self-Reporting of Confidence
  • Group feedback
  • Logical argumentation and research
  • Student works effectively with others
  • Student demonstrates knowledge and proficiencies

Prepares learners to problem-solve, work with others, and develop communication skills that promote effective work habits and idea development

Apply business knowledge to the development of games

Discuss and write about market research, legal principles, ethics, and business practices in the game industry

  • Increase knowledge of industry practices
  • Internet research and chat room discussions

Preparation and understanding of game industry expectations and business practices

Develop a well-rounded introduction to game design, development, and marketing standards and principles

Demonstrate terms, tools, principles, and techniques used in game design and development

  • Assignment Completion
  • Group discussions
  • Individual guidance
  • Group critiques
  • Readings on game design theory
  • Testing and analyzing the design and game play of various games

Students participate in individual and group-based assignments

Prepares students to self-evaluate their subject knowledge and technical proficiency, and to examine practical design and business concerns in computer gaming

Course Outline

Topic And Date

Description of Content

Time
(In Contact Hours)

1

Introduction to Game Development: How to make a game – gaming terms and principles, planning the theme and structure – concept development, organizing a team, the gaming industry, the game design and production processes, history and types of games and game systems, careers and expectations, financial expectations, why make games?

5%

2

Parts of a Game – In-depth Analysis: Requirements for all games: design, coding, art, audio, management, quality assurance, business concerns, budgets, licensing, promotion, manufacturing (hardware and software), technology, game engines, post-release and updates; unifying business and design processes, case studies, practical approaches, game review and testing

10%

3

Introduction to Game Design and Technical Design Documents: Writing proposals; defining the game, core gameplay (interface and controller), contextual gameplay and mechanics, story and character backgrounds, levels, media assets; the software development process, requirements, class diagrams (UML and dynamic modeling), architectural diagrams and metagame overviews, testing plan (unit, white box, black box, beta)

10%

4

Project Plans, Task Tracking, and Outsourcing: Organizing project tasks, task leveling, time estimates, research needs, task prioritization, task dependencies, potential risks and solutions; sharing the plan, keeping a journal, milestone meetings and green-light committees, updating and modifying plans; when and why to outsource, industry standards (alpha, beta, final candidate, first playable, demo), feature complete status, feature trimming vs. additional content in relation to timeline; testing the game (quality assurance), balancing a game

10%

5

Creating a Detailed Plan; Vision Documents, Requirements Gathering, and the Design Document in depth: Review parts of the plan, budget and time constraints, team highlights and strengths, selling your game; visuals, design, and wording of proposals; creative/license requirements, purpose of the design document, concept and design, core gameplay, asset lists, menus, concept sketches and prototypes

10%

6

Introduction to Concept and Level Design: Game concepts, understanding your audience, motivations that influence design, game settings and worlds, context and theme, storyboarding and writing narratives, pacing the plot, developing characters (art-driven versus story-driven character design), adding emotion to games, focusing on gameplay and the user experience, interactive elements and interfaces, audio and visual elements, review of game balance, drawing the game map, types of levels, sketching basic levels, focusing on the purpose (game play) of levels, making your levels unique, believability, ramping levels for difficulty, geography and physics

10%

7

Introduction to Character Development: Discuss famous and innovative game characters, discuss types of players, why do people play games? Identification with game characters, role-playing, game themes, character attributes and skills, character background, physical appearance, attitude/personality, sketching the character, pitching character ideas

10%

8

Technical Considerations: Lead programmers and functional leads, nonvisible requirements, technical design and planning, measuring and testing; specifying tools, languages, animation software, and processes; hardware and interface, 2D vs. 3D, pre-built code, architecture and goals, the quality assurance plan, defect tracking and testing, time estimates and measuring progress

10%

9

Introduction to Gaming Software: Introduction to computer system hardware and OS, peripherals and interfaces, level design software, graphic software, audio software, 2D and 3D animation; word processing, spreadsheet and database software; multimedia software, Web design software, the Internet, gaming sites, networking, programming languages, QA and testing software

10%

10

Careers in Gaming: Categories and types of jobs, production teams, job requirements, skills and experience, typical work hours and settings, where the jobs are, artistry and portfolio preparation, demo reels, game design, game audio, QA testing, programming jobs, production jobs, entry-level positions, salary expectations, interviewing techniques, networking and recruitment, developing game ideas, working another person’s vision, review of companies and positions

10%

11

Business Concerns and Project Management in Gaming: Developing the business plan, financial and accounting needs, taxes, legal considerations, insurance, trademarks and contractual obligations, ethical considerations, expected profits, managing the production team, employee supervision and compensation, outsourcing, meetings with investors, green-light presentations, staying on time and within budget, marketing and promotion

10%

12

Review Game Development Concepts and Processes; Classroom Critique and Discussion

5%

TOTAL

100%

Instructional Methods

Lectures and demonstrations, classroom discussions and critiques, studio assignments, handouts, presentations, and written assignments will assist in the critical analysis of different theories, principles, and processes of game design and development.

Grading

Student performance will be based upon the following criteria:

Class Participation and Critiques: 10%
Studio Assignments: 30%
Project #1: Game Design Research 10%
Midterm Project #2: Game Plan/Proposal 15%
Project #3: Character and Concept Proposal 10%
Written Assignments: 10%
Final Project: 15%
100%

Library Assignment(s)

As assigned by the instructor. The written assignments will involve both library research and the use of reference material with proper documentation. Directions for the written assignments will be on file so that tutors may assist students; students requiring additional assistance should speak with the instructor at their earliest convenience. The CECybrary should also be used as a reference for all class papers and projects.

Portfolio Assignment

Program portfolios are a recommended and demonstrable means for assessing student competencies. Each student should select a project or paper from this course that best demonstrates his/her proficiencies with the material presented. Each student should then review and assess the chosen project or paper with the course instructor, revise it as needed, and add it to his/her program portfolio.

Attendance

Students are expected to perform as professionals in their respective fields, which includes reporting to work/class regularly, on time, and prepared to contribute.

  • Miss 10% of the scheduled hours for the course, receive a warning letter
  • Miss 20% of the scheduled hours for the course, student may be withdrawn and assigned the appropriate grade based on AIU grading policy. The instructor may consider extenuating circumstances.
  • Late arrivals (tardies) or early departures from classes will be counted, on a prorated basis, in course absences.
  • The university’s attendance portal does not differentiate between “excused” and “unexcused” absences. Students are encouraged to coordinate with faculty prior to missing any class period.
  • Students who stop attending class without officially withdrawing will be considered in violation of the attendance policy and will receive the appropriate grade, which may include a grade of “F.”
  • Students are responsible for any missed work when absent. In addition, the student is expected to be prepared for class upon his/her return.
  • At the discretion of the respective faculty member, class participation, not attendance, may be included in the course grade.
  • Students requesting a grade of Incomplete must follow the guidelines established in the College Catalog or the Student Handbook.

AIU Library Usage and research support

Students with valid AIU IDs are encouraged to use the Buckhead Campus Library to conduct research. The website to look for books in the AIU Library is http://arc.aiuniv.edu. The research database, GALILEO, may be accessed from two websites: http://www.galileo.peachnet.edu or http://www.galileo2.peachnet.edu. Passwords for access to GALILEO change periodically, but can be obtained from the Library at 404-965-5767.

Make-up work

To be determined by the faculty member.

Revision date

12/02 JSaulter

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