Pennsylvania State University: Game Design and Development
International Game Developers Association
IST 446: Game Design and Development
This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivs 2.5 License. http://creativecommons.org/images/public/somerights20.png
Contents |
Teachers
Instructors
Teaching Assitants
Course Background Information
Location
Classification
See: Areas for classifing for your course.
Primary classification:
- Conceptual Game Design
- Practical Game Design
Secondary classification:
- Game Programming
Student background needed
Graduate and Undergraduate Computer Science and/or IST Students, we also have few instructional design and digital arts students
Course prerequisites
(describe the course's prerequisites in terms of skills that students need to know)
Senior standing
Time periods
Semester long meets once a week for 3 hours
Course Structure
Course description
The course is project driven. Students will form teams and collaborate with one another to develop a game. During the course, students will learn basic principles of game design. In the process, they will be exposed to several techniques for building graphical 3D worlds, animating characters in real-time, moving the camera and lights in real-time, and building intelligent characters (using state-transition architectures). Furthermore, they will be introduced to several tools that will aid in realizing their own projects and ideas, such as graphic engines (e.g. Wildtangent), and game engines (e.g. Unreal Tournament).
Course learning objectives
Students who take the class should learn
- Principles of game design
- Principles of design balance, feedback, motivation, immersion
- Prototyping and game development cycle
- Depending on the tool chosen: applying knowledge of 3-D graphics, level design, and behavior scripting.
Week by week topics
Week 1: Lecutre: Game Genre
Lab: Game Design Workshop using SissiFight Game created by Eric ZImmerman
Homework: Choose 3 games for Journal
Week 2: Lecture: Games as Systems and Game Economic Systems
Lab: Brainstorming session for game concept
Homework: journal entry on games as systems and economic systems in games
Week 3: Lecture: Player Motivation
Lab: Presentation of Concept/Critique
Homework: Journal entry on motivation
Week 4: Lecture: Feedback and Fullfillment, and Rules and Rewards
Lab: working on game concept
Homework: Journal entry on feeback and fulfillment, reward systems
Week 5: Lecture: Environment Design
Lab: Level Design using Unreal Edit (UT 2003)
Homework: Journal entry on environment design
Week 6: Demo: Paper Prototype - Critiques
no homework
Week 7: Lecture: Educating the Player
Lab: Unreal Scripting and cut scenes with UT 2003
Homework: Journal entry on educating the player
Week 8: Lab: Second Life
no homework
Week 9: Lecture: Punishment and Game Balance
Demo: prototype 1 - critique
Homework: Journal entry on punishment and game balance
Week 10: Lecture: Stories and Characters (using Freeman's book on Emotioneering)
Lab: working on game
Homework: Journal entry on stories and characters
Week 11: Lab: polishing game
no homework
Week 12: no class Week 13: Lab: polishing game
Demo: Prototype 2 - Critique
Week 14: Lab: polishing game
no homework
Week 15: Final Demo
Final Journal Due
Course Materials & Facilities Used
Here you can link to and/or describe books and other materials you used for this course. Feel free to create new pages for each item here if a page for it does not yet exist.
Books
Kevin Oxland. Gameplay and design, Addison Wesley, 2004.
Andrew Rollings and Ernest Adams. Andrew Rollings and Ernest Adams On Game Design, New Riders Games, 2003.
Other materials
Papers, magazines, videos (add links to online materials)
see: Course Webpage
Software (engines, tools)
- Unreal Tournament 2003/4
- WarCraft III
- Torque Engine and Torque Builder
- GameMaker
- RPGMaker
Syllabus
Slides
accessible from: Course Webpage
Assessment materials
e.g. tests, quizzes, assignment requirements, project requirements 40% Journal (where students choose 3 games and add an entry after each class addressing class topic in the journal entry) - Graded in terms of arugments and completeness
60% Project (students submit: Paper Prototype, 3 Prototypes, which are all critiqued) - final grade is based on accomodation of feedback and critique given and final product critique.
Digital media used in class
e.g. Video, Multimedia sources, Audio
Mostly videos from Game Spot
Case studies
None used
Tutorial files
Some tutorials from UT 2003/2004 websites and 3D Buzz website
Analysis of learning methods
What worked
Still under assessment... Class is ongoing
What didn't work
Still under assessment... Class is ongoing
