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Course Criteria
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3.00 Credits
Prerequisite(s): FLM 151 The last step of any animation project involves the assembly of various production elements ranging from rendered files to sound effects. This is also the stage where the visual effects artists add the effects seen in today's movies. This course teaches the fundamental skills these artists use in post-production. Effective editing skills are the primary outcome of the course. Students will also cover the planning, execution, and addition of special effects to animation.
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3.00 Credits
Prerequisite(s): None Every good animation relies on a well-designed soundtrack to enhance the production. While most animators do not produce the soundtrack themselves, they need to understand the effect of music, voice, and sound effects on an audience. Animators must be able to communicate their ideas to a musician and understand the technological possibilities of modern sound design. Initially students will survey a broad range of music from different cultures. Emphasis will be on developing basic listening skills in hearing rhythm, melody, harmony, color, texture, and form. Students will then learn how to apply this to the production needs of animation. The course will give special attention to the generation of sound, how to use sound to advance a story, and how it can create mood, a sense of place, and emphasis. There may be course fees associated with this class. Please see the course registration packet for details.
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3.00 Credits
Prerequisite(s): None This class presents an overview of the way the game development industry works and a history of game development. It will expose students to the positions and job responsibilities that each member of a game development team has along with the industry requirements for the creation of a game design document (GDD) and a technical design document (TDD). Over the course of the semester, the instructor will organize students into teams responsible for designing and developing text-based games, complete with a functional GDD and TDD, schedule, and milestones. Additionally, each student will create individual games using the ProjectFUN game development environment created by DigiPen. Games created via ProjectFUN will be graphical in nature, serving to enhance the student's retention of C/C++ coding techniques and math functions taught in the first semester CS and MAT classes.
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3.00 Credits
Prerequisite(s): CS 120 & GAM 100 Continuing with the teams to which they were assigned in GAM 100, each team will prepare a GDD and TDD for one team-based project. Teams will complete the approved game design according to the schedule they will establish in their technical design. They will present these completed games to the Institute during the final week of the semester. Additionally, each student will design and develop smaller projects using a variety of tools. These projects reinforce the game design and implementation curriculum.
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4.00 Credits
Prerequisite(s) (GAM 200): CS 170, CS 230, GAM 150, & MAT 140 Concurrent Course(s) (GAM 200): CS 200 Prerequisite(s) (GAM 250): CS 225 & GAM 200 This project is divided into two semesters during which students design and implement a 2D scrolling game engine. Similar to Project I, they start by writing a Game Design Document and a Technical Design Document. Along with creating a scrolling engine, students will also explore multiplayer functionality within conventional games, sound, and music as it affects game design for a multiplayer environment. Additionally, students will explore basic enemy programming and level design while learning to work in a team environment.
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5.00 Credits
Prerequisite(s) (GAM 300): CS 200, CS 260, CS 280, GAM 200/250, & PHY 200 Prerequisite(s) (GAM 350): GAM 300 Concurrent Course(s) (GAM 350): CS 250 This project is divided into two semesters and focuses on the programming of a simulation- type game, complete with artificial intelligence, networking, and physics. Given the complexities and nuances of a simulation, ideally the teams will remain together for the entire year to work on a specific form of simulation (sport, vehicle, or city management). A large component of this class will be focused on AI-related research and the requirements for AI in games from a simulation perspective. Also, since real-game and real-life physics will be required to be modeled in the projects, this course will cover an understanding of what this entails. Additionally, students will learn about networking up to eight players on a LAN.
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5.00 Credits
Prerequisite(s) (GAM 301): Enrollment in B.A.G.D. or B.S.G.D., GAT 250, & GAT 320 Prerequisite(s) (GAM 351): GAM 301 This year-long project - divided into two semesters, GAM 301 and 351 - will focus on the design and development of a simulation-type game, complete with artificial intelligence, networking, and physics. A large portion of this course focuses on AI-related research and the requirements for AI in games, from a simulation perspective. Students will be required to model physics in their projects. Additionally, students will learn about networking up to eight players on a LAN. Designers in this course will work with R.T.I.S. teams as the designer and level designer. Topics for the Game Design students include project management, team work, and the development cycle, as well as a high-level understanding of the technologies involved in making a complete game from concept to completion.
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5.00 Credits
Prerequisite(s): GAM 200/250 & GAM 300 An internship is any carefully monitored work or service experience in which an individual has intentional learning goals and reflects actively on what she or he is learning throughout the experience. It is usually a professional activity under general supervision of an experienced professional and in a job situation, which places a high degree of responsibility on the student. Internships are well structured along the Internship Guidelines available in the Administration Office.
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5.00 Credits
Prerequisite(s) (GAM 400): CS 250 & GAM 300/350 Concurrent Course(s) (GAM 400): GAT 300 Prerequisite(s) (GAM 450): GAM 400, GAT 300, & MAT 300 This is a two-semester project, with a focus on PC-based 3D games. This course will cover the requirements of modeling in a 3D (as opposed to sprite-based) game. Students will work in teams to design and develop a fully functional 3D game or simulation. These projects should include an AI, physics, and networking. Course topics will range from creating a 3D game, to working on job and interview skills, to Web site design for promotional purposes of the students and of the game itself. 3D games push the student to manage their memory effectively in order to sustain a high frame rate for polygonal animation. The course may cover advanced techniques such as pixel shading.
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3.00 Credits
Prerequisite(s): CS 529 In this course, students will work in teams to create a first playable of a game/simulation, including marketing materials. Topics covered will include the business side of the game industry and the marketing of games. Teams will present their projects to focus groups and present analyses of their responses. Successful completion of the project will require a marketing plan and game packaging materials (box, manual, and sell sheet). At the completion of the project, the team will be required to generate a postmortem of the process.
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