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Course Criteria
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3.00 Credits
Though games are traditionally viewed as being for "fun," thereexists a significant potential for using game-style presentation and techniques for "realistic" purposes, so-called non-entertainment"serious games." This course introduces the studentsto the concepts of simulation design and develops the student's ability to analyze a realistic process or environment in terms of the elements within each that lend themselves to modeling, interaction, and play. The designer's practical skills develop through the use of a basic scripting language and generally available interactive authoring environments and design tools. 3 CRED ITS PREREQUISITES: 35-2500, 36-1500 GAME IDEA DEVELOPMENT, 52-1151 WRITING AND RHETORIC I COREQUISITES: 52-112
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3.00 Credits
Building on the skills learned in Simulation Design I, this class delves deeper into "realistic" simulation by analyzing a scenarioor situation with an eye toward identifying the elements within them that lends themselves to engaging interaction and play. This course also continues the development of the designer's practical skills in using scripting languages and interactive authoring environments as game concept development and production tools. By its end, students taking this course will also be able to recognize the interrelationship between authentic realism, perceived realism, and potential gameplay. 3 CRED ITS PREREQUISITES: 36-2500 SIMULATION DESIGN I
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3.00 Credits
This is a production-oriented class focusing on applied game design and development, utilizing existing game production software tools and engines. Students learn to use asset management software to integrate a variety of media and asset types from multiple sources. The course also emphasizes utilizing the scripting elements of the game engine to create and refine game world events related to story, gameplay, and multimedia presentation. Time is also spent utilizing these scripting elements to create computer-controlled characters that display meaningful character behaviors and artificial intelligence, resulting in the appearance of personality. 3 CRED ITS PREREQUISITES: 36-1500 INTRODUCTION TO GAME DEVELOPMENT, 36-1501 INTRODUCTION TO PROGRAMMING: THEORY AND CONCEPTS
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3.00 Credits
This class builds on the skills and techniques learned in Simulation Design I and Engine Based Design as a foundation for deconstructing play elements and player goals, as well as playtime transactions and interactivity through the development of small, turn-based games. The various aspects of game state are reviewed, as well as the interactive elements with an eye toward determining how much control a player has or needs over that game element and in terms of participant involvement and agency. 3 CRED ITS PREREQUISITES: 36-2500 SIMULATION DESIGN I
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3.00 Credits
This course furthers the student's ability to develop games using a real-time engine and game development system. The course gives the designer the opportunity to develop a small, real-time game. The course focuses on time as a play element and surveys games that have leverage real-time and faster than real-time simulations as a means of maximizing player engagement. Emphasis is placed not only on maximizing transaction/interaction frequency ("speed"), but on variation ofpacing to evoke a more complex play experience. 3 CRED ITS PREREQUISITES: 36-2500 SIMULATION DESIGN I OR 36-2520 GAME DESIGN I
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3.00 Credits
The course introduces the student to programming using the C++ language. Students learn basic programming of graphic and business applications in C++. Instruction emphasizes good programming practice, programming structure, and objectoriented programming. 3 CRED ITS PREREQUISITES: 36-1501 INTRODUCTION TO PRGRAMMING: THEORY AND CONCEPTS
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3.00 Credits
This course builds on the techniques covered in the C++ I course and further explores the concepts of classes, inheritance, polymorphism, and the use of graphical interfaces. The course concentrates on data structures, interactivity, and working with relational databases. This is primarily a project-based course with an emphasis on creating distributed applications. 3 CRED ITS PREREQUISITES: 36-2550 C++ PROGRAMMING I
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3.00 Credits
Extending the theory initiated in Introduction to Programming: Theory and Concepts, this course, through a variety of exercises, stresses the practice of programming. Object-oriented, event-driven strategies are emphasized to prepare students for more advanced programming studies in subsequent classes. Students are also introduced to programming best practices including comment to code and naming conventions. 3 CRED ITS
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3.00 Credits
This class focuses on effectively communicating content in an interactive format. Students research, plan, and produce interactive media projects. Several media components are developed and integrated to support the goal of each piece. Topics covered include contextual problem solving, information architecture, and usability. All projects are designed with participants in mind, considering their culture and demographics. Contemporary authoring technology and content creation tools will be used. 3 CRED ITS PREREQUISITES: 22-1320 DESIGN LAB OR 52-112 OR 36-1300 DIGITAL IMAGE DESIGN
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3.00 Credits
This course covers the history of computers and technology. It places an emphasis on the influence culture has had on the development of computer technology (war, communication, space travel, etc.) and how computer technology influences culture (privacy, security, intellectual property rights, etc.). While the history of computers covers nearly 3000 years, the course emphasizes developments of the last 200 years and will focus on the results of those interactions on our culture today. 3 CRED ITS
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