USC CTIN 484/CTIN 489 Intermediate Game Design and Development

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Intermediate Game Design & Development USC School of Cinema-Television, CTIN 484/CTIN 489

 Games Education 

Course


Contents

Teachers

Instructors

Guest speakers

  • To be added

Course Background Information

Location

University of Southern California

Classification

Primary classification:

Game Design

Game Programming

Secondary classification:

Student background needed

to be added

Course prerequisites

CTIN 488

CTIN 483

Time periods

Spring Semester

  • Monday Wensday 4-6 PM

Course Structure

Course description

This follow up to the classes, CTIN 488 Game Design Workshop and CTIN 483 Programming for Interactivity, introduces students to more advanced concepts in game design and development such as ideation, digital prototyping, interface design, usability testing, level design, quality assurance, team work, project planning and management. The main emphasis of the class is on the conceptualization of innovative design goals and the execution of those goals in the form of a complete, polished intermediate game project.

This is a team-based studio class and a large part of the class content will focus on critique and problem-solving for individual team projects. The class will include lectures on design and development topics, however, many class days will be devoted to working on and critiquing team projects. As such, it is imperative that students treat the development of their projects professionally and bring requested milestones to class on time, ready to present. Students will be expected to participate actively in all critique sessions, giving and receiving feedback of the highest quality.

Students are responsible for forming their own teams within the first three weeks of class. Teams should preferably be two students, but no more than three. Students who do not find their own team will be assigned one by the instructors. Students may not work alone: one of the core skills required in game design and production is collaboration. You are encouraged to look outside of existing friendships to find teammates whose skills counterbalance your own: i.e. programmers should seek out artists and vice versa.

Throughout this class, you are encouraged to take risks and to look beyond the examples of existing game genres to try new and different design ideas. At the same time, you are also expected to fully complete an innovative small game, and so must take into account the timeline of the course and the resources available to you to complete the project.

You are encouraged to enlist the help of outside musicians, sound designers and/or voice-over actors. In addition, you may work with outside artists to add animation and visual style to your project, however, you and your teammate must do all of the game design and programming for your projects. Also, you may not use copyrighted material in your project unless the material has been legally cleared for use. (See Student Production Office in the lobby of the George Lucas Building for assistance with this process.)


Course learning objectives

To address Advanced topics of game Design

Week by week topics

Week/Project Schedule

  • 1 Course Overview, Expectations & Schedule

Inspirations: Innovation Case Studies

Torque 2D review

Updated GG site

- Ideation Assignment

  • 2 Review & Critique Ideation Assignment 1

Tile Editor

Datablocks

Physics

Review & Critique Ideation Assignment 2

Form Teams

Lists (arrays)

String Functions

- Ideation Assignment Due

- Form Production Teams

  • 3 Labor Day: No Class

Setting Design Goals

Project Scope & Planning

- Plans for Digital Prototype Approved

  • 4 Implementing Digital Prototypes

Implementing Digital Prototypes

Programming lessons

  • 5 Implementation of Digital Prototypes

Present and Critique

Preparing for Playtest 1

- Digital Prototypes Due

  • 6 Playtest 1

(Held in usability lab)

Playtest 1 (Held in usability lab)

- Playtesting of Prototypes

  • 7 Revising the Digital Prototype

Integrating player feedback; analysis of playtesting

Visual Design exercise

Team status reviews w/instructors

- Playtest 1 Reports Due

  • 8 Visual Design Critiques

Technical Task Breakdown for Production Phase

Production Management: Design Plans

- Visual Designs Due

  • 9 Implementation of Final Projects

Implementation of Final Projects

Review Design Plans w/instructors

- Design Plans Due

Production

  • 10 Implementation of Final Projects

Sound design

Implementation of Final Projects

Production

  • 11 Alpha Reviews

Alpha Reviews

- Alpha Build of Final Project Due

  • 12 Playtest 2

(Held in usability lab)

Playtest 2

(Held in usability lab)

Production

  • 13 Prioritization of Feedback

Implementation of Final Projects

- Playtest 2 Reports Due

- QA Testing

  • 14 Quality Assurance Testing Methods

Quality Assurance Testing of Projects

- Beta Build of Final Project Due

  • 15 Quality Assurance Testing of Projects

Quality Assurance Testing of Projects

- “Gold Master” of Final Project Due

Course Materials & Facilities Used

Syllabus

CTIN484/489

Analysis of learning methods

What worked

Please discuss what techniques worked well


What didn't work

Please discuss what techniques didn’t work as well as you had hoped



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