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Course Criteria
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3.00 Credits
This course covers the creation and manipulation of 3D objects and animations in an actual 3D game engine using the latest in industry standard or open source software. Topics covered include graphic types, organizational methods, drawing tools, object modeling, character rigging, bones, nurb manipulation and normal mapping.
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3.00 Credits
This course is an intermediate look at the creation and manipulation of 3D objects and animations in an actual 3D game engine using the latest in industry standard or open source software. Topics covered include graphic types, organizational methods, drawing tools, advanced level design and material construction, volumes, physics and particle effects.
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3.00 Credits
This course covers the creation of 3D objects and the use of Motion Capture and its use in a 3D project. Topics include motion capture camera/sensor setup and 3D integration.
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4.00 Credits
Introduction to video games genres, gaming evolution, gaming attributes, market environment, competition analysis, design document development, asset pipeline (development of game components), game mechanics (rules), technology architecture, platforms, story composition, interactive dialogue, statistical game balancing, project planning and prioritization for development schedules, creation of nonelectronic rapid prototypes with emphasis on the student's first exposure to game creation and mechanics.
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3.00 Credits
Advanced Game Design incorporates all of the basic game design elements into a continuing production process, taking an idea from inception through completion in a timely and cost effective fashion. Each student will be expected to fulfill the duties of each member of a game design team, learning every aspect of the process in order to be able to substitute wherever and whenever necessary. It is suggested that the quality and completeness of a single, class-wide project have some universal impact on the grades of each student, further enforcing the notion that every team member not only participates in the project, but that the project itself affects in the success of each team member. Lab will use industry tools to rapidly prototype ideas into practical game mechanics and provide the foundation for future game projects.
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4.00 Credits
Provides a study of the Python programming language to solve applications. Topics include: basic coding rules, input/output operations, arithmetic operations, debugging techniques, lists and arrays, sorting, editing input, basic search techniques, game simulations, game design and object-oriented programming (OOP).
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3.00 Credits
Students will learn how to design, implement, and troubleshoot three-dimensional space in the mathematical sense, interpret and translate real world physics, and calculate the interaction between various objects with each other and their environment.
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3.00 Credits
Advanced Game Physics builds on the foundation of Basic Game Physics but brings it into the realm of multiplayer and massive multiplayer games. Calculating and tracking the physics required to host thousands of individual players, their effects on the environment, and the environments effects on them is the primary focus. This course demonstrates application of the theories of game development by taking an idea from the conceptual stage to completion. Lecture and labs allow students creative freedom with their implementations and design.
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4.00 Credits
Study in Basic Artificial Intelligence will teach students how to design, create, arrange, and maintain various models of Artificial Intelligence, from simulated thought and group mentalities to more complicated systems such as weather and broad relationship databases. Students can expect to learn how to develop individual intelligences by outlining their basic design, purpose, and interaction with others through both scripted dialogue and template/variable-based exchanges. Students will focus on high-level game programming concepts.
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3.00 Credits
Students will learn to weave relationship databases into complex tapestries of Artificial Intelligence interaction in hopes of achieving a state at which developer input is almost unnecessary to its perpetuation.
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