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Course Criteria
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3.00 Credits
Prerequisite(s): GAM 541 This course challenges students to research the latest techniques in game design and technology and to apply their findings in a 3D game/simulation. Students will investigate issues in 3D techniques, artificial intelligence, and next-generation game console architecture, as well as such advanced game design issues as massively multiplayer persistent worlds, input/GUI theory and design, and advanced simulation theory and applications. Students will report their results to the class and present a pitch paper for a product that incorporates their findings both to the class and a faculty review board. Students will then create a game design document and technical design document for the approved project. Depending on the scope of their projects, students will work individually or on teams. By the end of the semester, students should complete a prototype of their game/simulation.
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3.00 Credits
Prerequisite(s): GAM 550 At the completion of the GAM 551 project, students will have a fully functional game/simulation, complete with a manual and marketing material. Topics covered in this course will include advanced team leadership skills, short-term project budgeting, long-term financial planning, and legal issues related to the game industry. Teams will present their projects in pre-beta version to focus groups and analyze their responses. Successful completion of the project will require a FLASH/ XML/multimedia presentation of the finished title and a marketing plan to a creative board. At the completion of the project, the team will generate a postmortem suitable for submission to an online game development site.
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3.00 Credits
Prerequisite(s): None The earliest known games were mostly played by the aristocracy, who had leisure time available for such pastimes. As the middle class also gained more leisure time in the nineteenth century, mass-market board games became popular and led to the establishment of some of the best-known game companies, like Parker Brothers and Milton-Bradley. The invention of the computer in the mid-twentieth century allowed even more people the chance to play new and different kinds of games. Since then, games have become a major force in entertainment and challenged movies, television, and other arts for the leisure time of a vast audience. This course examines these developments in detail and offers students the chance to analyze why some games have been more successful than others.
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3.00 Credits
Prerequisite(s): None The simplest types of games are board and card games. In this course, students will examine the basic math and rules that make these simple games enjoyable. Additionally, students will use this theoretical knowledge to create simple yet practical games that show their comprehension of what is enjoyable in games. They will then present their concepts to the class and will hold focus groups to test their basic design assumptions. Once they have mastered the basics of physical game mechanics, they will expand their expertise by looking at various arcade-action games and other simple action games. They will then create prototypes of games and will hold focus groups to get feedback about their designs.
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3.00 Credits
Prerequisite(s): GAT 210 In this course, students will determine how simulation games abstract the reality they portray in game form and focus on how a designer incorporates the most enjoyable yet challenging aspects into a design. Students will examine published games in these genres to learn what game mechanics are involved and how the extensive database is used to drive gameplay. In addition, students will analyze the structure of interactive stories and branching dialogue. They will learn how to incorporate various puzzles into interactive stories. During the semester, each student will present two in-class reports on commercial simulation and story-telling games, focusing particularly on the unique game mechanics of each product. Additionally, students will create prototypes for four games (racing/flight/ sports game, war game, role-playing game, and adventure game).
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3.00 Credits
Prerequisite(s): None This course covers many of the technical issues required for game design. Students will learn basic concepts about how games are implemented from a technical viewpoint. After a brief review of computer components, students will learn about game-engine architecture and the importance of data-driven coding. Other topics that may be covered include 2D graphics concepts such as sprites, animation sequences, palettes, and file formats. This course also provides a deeper examination of the art pipeline for both 2D and 3D. A networking overview introduces such concepts as internet protocols, message types, database management, and client/server and peer-to-peer networking. Development of audio for games will be examined, including such topics as file formats, compression/decompression, streaming, interactive and 3D audio, and recording voices and music.
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3.00 Credits
Prerequisite(s): GAT 210 In this course, students will work individually, using an existing game engine(s) to build multiple levels first for a puzzle/arcade game and then for an action game. Students will go through an iterative process to individually create the levels and gain a sense of progress throughout the games. The course combines lectures, hands-on level creation, focus groups, and opportunities for feedback. Lecture topics include level design and overviews of 2D game engine technology, including game engines, architecture, game loop, clock, and modular coding. The course also covers an introduction to 2D art and architecture in games, the use of art and audio (SFX and music) in games, writing concept documents, pitching concepts, and writing scrum-like milestones.
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3.00 Credits
Prerequisite(s): GAT 250 Picking up where GAT 250 left off, students will work in teams, using an existing game engine(s) to build multiple levels first for an RPG and then for a genre of their choice. Students will go through an iterative process to individually create the levels and gain a sense of progress throughout the games. The course combines lectures, hands-on level creation, focus groups, and opportunities for feedback. Lecture topics include RPG level design, missions, and quests; radial, branching, and bottleneck level-design patterns; adventure and story game level design, dialog design, dialog trees; introduction to NPC design; vehicle simulation level-design issues; military mission design; and issues in sports level and mission designs.
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3.00 Credits
Prerequisite(s): None This course introduces students to the basic theories and techniques of 3D computer animation. The curriculum emphasizes standard 3D modeling techniques, including polygonal and spline modeling, texture map creation and application, keyframing, and animating through forward kinematics and inverse kinematics. Earlier catalogs listed this course as GEN 300.
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3.00 Credits
Prerequisite(s): None This course is an introduction to the art and science of applied 3D game design. Students will learn how and why design decisions impact both players and gameplay. Students will then apply that understanding through the creation of fully functional levels for a professional real-time strategy game. Topics will include various issues in level design, such as aesthetics, resource balancing, and supporting game mechanics.
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