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GAME &
SIMULATION DESIGN |
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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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Note: it is
highly recommended that students have access to a computer with enhanced graphics
video and high-speed internet access or use of our open lab systems beyond
the class meetings and scheduled lab times. |
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Catalog Course
Description: |
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The primary emphasis of the course will be to further
develop the game or simulation project completed at a “single
level” in previous ( |
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Entry Level Standards: |
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College level reading and writing, plus adequate
planning and logic skills are expected.
Students will be expected to understand and employ the overall
workflow necessary for developing a game or simulation product. Candidates
should already be familiar with related tools like Adobe Photoshop, Avid or
Final Cut video editing, 2D and 3D modeling and animation, surfacing,
textures, lighting, game engines like Unity and sound production techniques
and software. |
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Prerequisites: |
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Familiarity with the operation of desktop computers
and game consoles is essential. An interest in game design, sound production,
animation and video editing is important. |
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Textbook(s) and Other
Course Materials: |
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TBD Web site material will be used to supplement this
course. |
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I. Week/Unit/Topic
Basis: |
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Week |
Topic |
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1 |
Review previous project and
analyze for possible enhancement. Consider feedback from online testers. What
possible avenues exist for enhancement of existing product? |
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2 |
Is realism the Holy Grail? What
challenges lie ahead for designers and developers? Where is the industry
likely to head? |
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3 |
Beef up online testing and
identify desirable changes, expansion, modifications, etc. Weigh resources
and objectives. Begin game or simulation mods
preproduction. Assign teams for various aspects of the production. |
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4-10 |
Full production phase for
individual teams. |
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11-13 |
Combine all elements of
project in completion phase. Upgrade the users menus
and control panels. Polish GUI. |
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14 |
Final element polishing and
debugging and testing. Final comprehensive test /project /product Completion.
Final product should reflect near commercial production values. |
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15 |
Final review of project.
Invite outside users to test and try outcome for class. |
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II. Course Objectives*: |
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A. |
Identify and discuss future market trends for game
and simulation products. IV |
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B. |
Analyze online and offline
tester responses and use them to help determine design expansion. I, IV |
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C. |
Identify and prioritize
possible game enhancements, evaluate resources and determine production
schedule. I, II, |
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D. |
Demonstrate working
knowledge of more advanced techniques in texturing, animation, lighting, interactivity, multiple level play, etc. and build some
(or all) into the enhanced product. II, |
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E. |
Identify contemporary
challenges in game and simulation design. IV, VI, |
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F. |
Expand existing work so
that it embodies more character and environmental realism. II, |
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G. |
Employ resources and skills
necessary to communicate problems to programmers which require programming
assistance beyond the scope of the designers. I |
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H. |
Simplify and enhance user
interface to increase “fun factor” and player/user engagement. I,
II, |
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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. |
Work
with other design students, CSIT programming students and online volunteer
testers to create, program and test assets for game and simulation products. (Active learning Strategies,
Communications Outcome) |
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2. |
Devise product expansion
plan (including testing and debugging) based on tester input, schedule and
meet milestones and deadlines to execute goals. (Active Learning
Strategies, Technological Literacy Outcome ) |
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3. |
Apply game and simulation
design techniques to enhance and expand user experience by identifying and
employing changes which will meet new objectives. (Active Learning
Strategies, Social/Behavioral Sciences Outcome) |
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4. |
Challenge current level of skill
and knowledge of 2D and 3D character modelers, animation tools, surfacing,
texturing, and lighting tools to enhance realism of the existing game or
simulation. (Active Learning Strategies, Technological Literacy Outcome) |
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5. |
Utilize the resources
provided and other sources found through research to create more complex
elements and /or game play/interactivity and a working finished multiple
level product of near commercial quality. (Active Learning
Strategies, Technological Literacy Outcome, Social/Behavioral Sciences
Outcome) |
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6. |
Further employ online
testing to continue to gauge general interest in product and to substantiate
debugging procedures. (Active Learning
Strategies, Technological Literacy
Outcome, Social/Behavioral Sciences 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 preproduction, production
and postproduction approach to creating a game or simulation ( C) |
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2. |
By implementation,
demonstrate working knowledge of a game engine, character modeling tool, 2D and
3D animation tools, texturing and surfacing tools and sound design tools to
enhance user involvement. ( D, E, F) |
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3. |
Specify by design and
intent, nature of final product, including intended market audience. (A, E, F) |
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4. |
Design comprehensive and
functional user interface that is harmonious with the overall motif of the
game or simulation. ( E, H) |
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5. |
Use software and online
tutorial resources. ( A, B, C, D) |
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6. |
Refine game or simulation events
to further improve and enhance player/user experience. (B, C, D, H) |
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7. |
Modify and refine product
by employing a logical debugging process and online testing and
evaluation. ( A, B, H) |
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8. |
Modify, expand, enhance and
demonstrate an existing product. (A,
B, C, D, E, F, H) |
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9. |
Design into product more
complex levels of play, more realism in textures, lighting and camera usage,
more player/user challenges or levels and employ physics engines, telemetry data
and AI (artificial intelligence) where practical. (G) |
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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 will be determined: Assignments (as specified by instructor) will constitute 35% of
final grade, online and homework expectations, 15% of final grade and
projects, 50% of final grade. Quizzes and Tests will not be given as a
part of this class, but students may be required to complete tutorials in
order to employ various software tools. These will be considered assignments
and successful completion will be necessary to earn this portion of the final
grade. |
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B.
Laboratory Expectations: |
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Lab is a major part
of this course and attendance is required.
It is assumed that considerable lab work and tutorials will have to be
completed outside of the regularly scheduled lecture time. Assignments and
projects must be completed by the designated date. Failure to meet deadlines
will result in reduction of final grade. |
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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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