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Game & Simulation Design
& Development Introduction |
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Class Hours: 3.0 |
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Credit Hours: 3.0 |
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Laboratory Hours: 0.0 |
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Revised: Spring 08 |
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Catalog Course
Description: |
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Overview course for
design and development of video game systems. Topics include game
theory, asset management, game production techniques and “game engine”
use. Students will create a game demo presentation for analysis. Designed for
anyone interested in pursuing further training in either game/simulation
design OR development OR BOTH. Additional design
courses will be offered by Media Technologies (MT) while development courses will be offered by
Computer Science and Information Technologies (CSIT). Students may elect to
complete courses from either or both tracks. Students from either track may
expect to work on collaborative assignments with students in the other track. |
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Entry Level Standards: |
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College level reading and
writing, plus adequate planning and logic capabilities are expected. Students will be required to read handouts
and online material and be ready to discuss the material in class. In
addition, students will be expected to do independent research on the topics. |
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Prerequisites: |
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A strong interest in game and simulation design
and/or development. College level reading skills are required. It is strongly recommended that students
consult with an advisor in MT or CSIT before enrolling in class. Strong
aptitude for desktop computer operation very important. |
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Textbook(s) and Other
Course Materials: |
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Game Development Essentials by Jeannie Novak. Access to Gamasutra.com (create an online
account). An approved Second Life account for class use.Extensive
online tutorials, handouts in-class presentations and virtual world resources
will be provided. |
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I. Week/Unit/Topic
Basis: |
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Website material will be used to supplement this
course. |
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Week |
Topic |
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1 |
History of video games |
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2 |
Game genres |
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3 |
Interactive storytelling |
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4 |
Creating and managing
digital assets (2D, 3D, audio, script code, animation) |
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5 |
Gameplay and game balance, game theory |
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6 |
Gameplay and game balance, game theory |
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7 |
Project planning and
management for games |
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8 |
Business concepts in game
industry |
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9 |
Game engines and
prototyping |
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10 |
Programming games |
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11 |
Motivation in gaming |
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12 |
Future of gaming and
alternate platforms |
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13 |
Using Second Life as a
platform for prototyping |
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14 |
Documentation and analysis
of demo presentations |
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15 |
Final Comprehensive test /
Project / Product Completion |
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II. Course Objectives*: |
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A. |
Develop a fundamental understanding of modern
video game design and development through directed study, lectures,
demonstrations and projects. I, II, |
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B. |
Develop participatory
competence in a specialized field (germane to game design) which will be
applicable to production and/or conceptualization of a modern video game or
simulation. I, II, |
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C. |
Develop an understanding of
the interrelationship(s) between technological advances and game and
simulation design tools and businesses. I, II, |
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D. |
Demonstrate by
participation, the ability to collaborate as a team member in the creation of
a complex project. I, II, |
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E. |
Apply known game and
simulation strategies to a new product. I, II, |
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F. |
Discuss a variety of game
and simulation genres and how they apply to modern products. I |
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G. |
Discuss and critique
current game ethics and how they influence products. I |
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*Roman numerals after
course objectives reference goals of the Media Technologies program. |
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Students will: |
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1. |
Demonstrate ability to apply
aesthetic conventions to design of game and simulation products. (Active learning Strategies, Transitional Strategies) |
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2. |
Work together as a team.(Active
Learning Strategies) |
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3. |
Demonstrate willingness and ability to meet deadline requirements. (Transitional Strategy) |
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4. |
Explore general field of game and simulation design to discover their
major area(s) of interest. (Transitional
Strategies) |
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5. |
Utilize and refine technical skills and knowledge. (Active Learning Strategies, Technological
Literacy Outcome) |
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6. |
Apply leadership and teamwork skills in carrying out team assignments. (Active Learning Strategy, Transitional
Strategy) |
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7. |
Be able to work in development of advanced skills. (Technological Literacy Outcome) |
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*Strategies
and outcomes listed after instructional processes reference TBR's goals for strengthening general education knowledge
and skills, connecting course work to experiences beyond the classroom, and
encouraging students to take active and responsible roles in the educational
process. |
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IV. Expectations for Student Performance*: |
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Upon
successful completion of this course, the student should be able to: |
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1. |
Demonstrate an awareness
of the application of the specific field of study within the video game
industry. (A) |
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2. |
Apply concepts learned to design work in other classes and in the
professional field. (A, C) |
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3. |
Exhibit knowledge of the basic game design concepts. (A) |
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4. |
Appreciate and apply of the concepts presented in game design. (A,
C) |
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5. |
Complete at least one major game design project and be able to
constructively criticize the work of oneself and one’s peers. (A,
B) |
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6. |
Write insightful, appropriately developed answers to essay questions
concerning the works studied. (B, C) |
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7. |
Articulate the value and application of game design to the broader form
of media production. (A, B, C) |
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*Letters
after performance expectations reference the course objectives listed above. |
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V. Evaluation: |
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A.
Testing Procedures: |
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The specific evaluation methods
will vary according to the course content. However, attendance, tests,
participation in class activities, and at least one production project will
all be part of the evaluation process. 1.
Quizzes and tests will
comprise: 30% of grade 2.
Laboratory Expectations:
30% of grade 3. Projects
will account for remaining 40% of grade. Note: Production projects will vary with course topic and
individual and group projects may be assigned. Group projects will be
joint decision of students working in-group with the approval by instructor. |
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B.
Other Evaluation Methods: |
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Class participation and
online activities/homework will also be weighed in the final grade for the
course. |
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C.
Grading Scale: |
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90 – 100 A
85 – 89 B+
80 – 84 B
76 – 79 C+
70 – 75 C
65 – 69
D
Below 65 F |
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VI. Policies: |
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A.
Attendance Policy: |
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B.
Academic Dishonesty: |
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Plagiarism,
cheating, and other forms of academic dishonesty are prohibited.
Students guilty of academic misconduct, either directly or indirectly through
participation or assistance, are immediately responsible to the instructor of
the class. In addition to other possible disciplinary sanctions which
may be imposed through the regular |
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C.
Accommodations for disabilities: |
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If
you need accommodations because of a disability, if you have emergency
medical information to share, or if you need special arrangements in case the
building must be evacuated, please inform the instructor immediately. Please see the instructor privately after
class or in his/her office. Students
must present a current accommodation plan from a staff member in Services
with Disabilities (SSWD) in order to receive accommodations in this
course. Services for Students with
Disabilities may contact by going to Goins 127 or
131 or by phone |
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D.
Other Policies: |
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Use of Equipment: Any act of misuse, vandalism, malicious or
unwarranted damage or destruction, defacing, disfiguring, or unauthorized use
of property/equipment belonging to |
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