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GAME &
SIMULATION DESIGN I |
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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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Workshop oriented introduction to the field of game
design theory and fundamental game and simulation design and construction tools.
Project planning, management and workflow will be covered and employed.
Students will create visual and aural assets to explore how to design the
“look and feel” of a videogame. Assets will be created using
basic 2D and 3D animation tools, and sound production and video editing
tools. Individual students will design and produce basic games or simulations
which will compete for consideration for further development based on their
potential for commercial viability. |
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Entry Level Standards: |
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College level reading and writing, plus adequate
planning and logic expectations 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 apply research knowledge to solve practical
design problems. |
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Prerequisites: |
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Prerequisites include |
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Textbook(s) and Other
Course Materials: |
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“Game
Development Essentials”, by
Jeannie Novak. Published by Thomson ISBN 1-4018-6271-3. May be purchased
online. Some 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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Web site material will be used to supplement this
course. |
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Week |
Topic |
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1 |
Pre-planning the project; analyzing the mission; the
tools; concept design. |
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2 |
The role of the Art
Director and the Game Art Bible. Storyboarding and branched design. The
production team and where you fit in. You are not alone! |
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3 |
Overview of asset types and
where they come from. |
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4-5 |
Basic art and sound tools
for a simple project. Creating a sonic atmosphere. |
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6-7 |
Designing the interface.
Employing good storytelling as a design requirement. |
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8-11 |
Create elements of basic project
and basic scripting/programming. |
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12-13 |
More about development;
Alpha, Beta, Gold. Isolate and begin debugging process. |
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14 |
Loose ends and final testing of the new game. |
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15 |
Peer review and critiques of
completed games and simulations. |
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II. Course Objectives*: |
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A. |
Discuss the need for preplanning and employ standard
techniques for preparing a project for production, including the establishment
of an Art Bible or project motif. I |
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B. |
Demonstrate understanding
of the effects on game play and simulations by the utilization of animated 2D
motion. II |
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C. |
Demonstrate understanding of
the effect of game play and simulations by the utilization of animated 3D
motion. II |
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D. |
Identify industry
recognized asset tools for creation of artistic and aural elements. |
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E. |
Demonstrate ability to create
and combine all assets into a game or simulation. I, II, |
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F. |
Include in the design of a
game or simulation a compelling storyline and or logical user experience.I, |
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G. |
Employ simple element design
tools to create backgrounds, 2D and 3D elements, music and sound effects. I, II, |
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H. |
Combine all elements into a
game or simulation and debug the product. I, II, |
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*Roman numerals after course
objectives reference goals of the |
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Students will: |
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1. |
Conceptualize,
organize, and produce all elements of a simple game or simulation; test and debug
the final product. (Active learning
Strategies, Communications Outcome,
Technological Literacy Outcome) |
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2. |
Work to deadlines and
schedules, and develop collaborative skills necessary to contribute to the realization
of a team based, problem solving, creative
environment. (Active Learning Strategies) |
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3. |
Learn and apply game and
simulation design techniques and strategies. Apply these skills to novel problem
situations, and participate in a team project and individual projects. (Active
Learning Strategies, Social/Behavioral Sciences Outcome) |
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4. |
Learn about the software
used by industry to design visual and sound elements for game and simulation
creation. (Technological Literacy Outcome) |
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5. |
Effectively utilize the
resources provided and identify and investigate industry standard resources
to create game elements and structure. (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 knowledge of project conceptualization and
preplanning (A) |
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2. |
Discuss how 2D and 3D
elements affect game and simulation user interaction. (B, C,) |
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3. |
Explain the function of the
Art Bible. (A) |
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4. |
Generate visual elements of
the game or simulation suitable to the “look and feel” of the
overall design. ( A, E, F, G) |
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5. |
Create aural elements that
contribute to the planned for “look and feel” of the overall
design. (A, D, G) |
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6. |
Create a compelling and/or logical
storyline or simulation experience. (A ,F) |
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7. |
Employ industry approach to
testing product ( B, C, D, E) |
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8. |
Refine and debug
product. ( H) |
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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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Students are evaluated
primarily on the basis of attendance, assignments, homework and
projects. Each instructor must provide
full details the first week of class via a syllabus supplement. How grades are determined: Students will be evaluated based on Quizzes, 10% of final grade;
Tests (2), 20% of final grade; assignments (as specified by instructor),10% of final grade; online and homework expectations, 10%
of final grade and projects, 50 % of
final grade. Quizzes and Tests will
cover material presented in class, handouts and online resources as
given. Tests (midterm and final) are
not to be missed without a valid excuse. |
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B.
Laboratory Expectations: |
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Lab is a major
part of this lecture/lab course and attendance is required. Assignments and projects must be completed and
handed on or before the designated due date. Failure to meet deadlines will
result in reduction of total points earned for the assignment or project.
Final grade will be influenced by attendance. |
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C.
Field Work: |
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Some photography, videography and sound recording may be required. |
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D.
Other Evaluation Methods: |
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Class participation and
online activities/homework will also be weighed in the evaluation of the
final grade for the course. |
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E.
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 694-6751(Voice/TTY) or 539-7153. |
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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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