AIU GAM4xx Concept Development and Level Design II
International Game Developers Association
Contents |
Course Information
Course Title
Concept Development and Level Design II
Course Number
GAM4xx
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
100
Externship/Internship Hours
0
Total Credit Hours
9
Total Contact Hours
140
Course Description
This course focuses on concept development, structural design strategies, and level creation for 3D computer games. Students will draft and build various game levels, characters, and props in support of proposed game projects. Storyboards, game documentation, specification sheets, media assets, and packaging artwork will be developed in support of project proposals.
Prerequisite
GAM2xx Concept Development and Level Design I
Co-requisites
None
Description of Content
Textbooks
- REQUIRED Physics for Game Developers, David M. Bourg, O'Reilly & Associates, 2001. ISBN: 0596000065
- REQUIRED Infinite Game Universe, Volume 2: Level Design, Terrain, and Sound, Guy W. Lecky-Thompson, Charles River Media, 2002. ISBN: 1584502134
- OPTIONAL Ultimate Game Design: Building Game Worlds, Tom Meigs, McGraw-Hill Osborne Media, 2003. ISBN: 0072228997
Resources & Supplies
- REQUIRED Drawing supplies, CD-RW or portable storage device, notebook, pen.
Course Specific Performance Objectives
Upon completion of this course, the student should be able to:
- Advanced Research various genres, styles, and trends in level design and computer gaming in support of project proposals.
- Specialization in Develop storyboards, sketches, and scripts to pitch game ideas for portfolio final project.
- Implement team oriented project development design, draft, and build a variety of real-time interior and exterior game levels, characters, and props using selected level editors, computer animation software, and other software .
for game portfolio
- Apply issues writing documentation for games that includes a game description, character profiles, console/keyboard instructions, game specifications, system requirements, online help files, and technical support information.
- Create packaging artwork and advertising material for game proposals.
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Life skills Performance Objectives |
Objective Assessment Measures |
Subjective Assessment Measures |
Program Standards |
Purpose |
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Demonstrate Advanced Participation and Critical Thinking |
Participate in group discussions and critiques |
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In accordance with established guidance |
Prepares learners to problem-solve and work with others |
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Develop High Level Communication Skills |
Participate in group discussions, critiques, and assignments |
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Encourage development of communication skills that promote effective work skills and idea development |
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Demonstrate Advanced usage of terms, tools, principles, and techniques used in design |
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Students participate in individual and group-based assignments |
Prepare learners to work together as members of teams and to self-evaluate their subject knowledge and technical proficiency |
Course Outline
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Topic And Date |
Description of Content |
Time |
|
1 |
Advanced Media Design Concepts and Software: Review the role of the game artist and designer; characters, props, and environments for games; game documentation, help files, packaging, and marketing material; the creative design process; overview of Photoshop and Flash capabilities; discussion of game ideas, review and critique of previous work |
5% |
|
2 |
Development of Concept Sketches and Illustrations; Marketing Concepts and Packaging: Draw main characters and non-player characters, concepts and environments that suggest mood and depth, using details to communicate, artistic style and game type, believability and realism, sources of inspiration; discussion on the design and purpose of marketing materials, identity development/branding, game packaging; develop, review, and critique studio assignments |
10% |
|
3 |
High Level Game Maps: Designing and mapping the environment, blocking out a scene, environment types; adding props and characters; point-of-view; basic level design; storyboard and script of basic action and gameplay; review and critique examples; studio assignments |
10% |
|
4 |
Advanced Modeling Theory: Theories and common practices of polygonal modeling, primitives, components, transformation tools, polygons and memory, polygon reduction, face normals and backface culling, introduction to modeling terminology and techniques, introduction to gmax; creating simple props; classroom projects |
10% |
|
5 |
Texturing: Photoshop review, game texturing theory, choosing and creating textures, color depth, resolution, digital photography, creating tilable textures, creating and using layers, filters, alpha channels and transparencies, bump maps, specularity maps, reflectivity, assigning materials and shaders, discussion on material editors and UV mapping, introduction to composite textures (class demonstration and discussion); adding textures to props; classroom projects |
10% |
|
6 |
Introduction to Lighting Principles and Effects for Games: Discussion on color, mood, lighting setups, 3D lights, global illumination, falloff, and effective lighting practices; discuss examples; types of effects for games, particle effects, effect textures and parameters, billboards, fog, water, clouds, and decals; drawing and Photoshop exercises; classroom projects |
10% |
|
7 |
User Interface Design and Creation: The shell, in-game user interfaces, heads-up displays, composition, planning; resolution, translation, and hardware concerns; designing and building the user interface; establishing the mood; navigation; designing a logical structure; target audience; classroom projects |
10% |
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8 |
Designing a User Interface Using Flash: Interface design and construction project; discussion on components of the interface; purpose of components; complexity and sophistication of design |
10% |
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9 |
Continue User Interface Design Project: In-class project; discussion and critique |
10% |
|
10 |
Writing Game Documentation and Help Files for applied application Project: Components of game documentation, controls, system information and minimum requirements, background, technical support, known bugs or errors, game updates, online resources and user groups, FAQ sheet, help files, linking to documentation from the interface; classroom projects and critique |
10% |
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11 |
Putting Together the Game Package: Overview of the game concept and theme; components to the overall package, media design, documentation, the game box, brand management, acceptable use, trademarks and copyrights; designing and assembling the game package; classroom projects |
10% |
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12 |
Continue Game Package Layouts; Review of media elements; review classroom projects and design ideas |
5% |
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TOTAL |
100% |
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Instructional Methods
Lectures and demonstrations; classroom discussions, projects/assignments, and critiques; studio work, handouts, presentations, script writing, and storyboarding projects will assist in the critical analysis of different techniques, principles, and theories of media design for computer games.
Grading
Student performance will be based upon the following criteria:
| Class Participation and Critiques: | 10% |
| Studio Assignments: | 30% |
| Class Projects: | 60% |
| 100% |
Library Assignment(s)
As assigned by the instructor. Research assignments will involve both library research and the use of reference material with proper documentation. Directions for all research 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
