|
Home > Courses
> MA C130
MA C130 Fundamentals of Game Design
CATALOG COURSE DESCRIPTION
This course introduces the techniques for electronic game design
production. Topics include the past, present and future of the game
industry, basic game programming concepts, game art requirements,
understanding palettes, file formats, creating graphics for 2D games,
creating graphics for 3D games, porting of project meshes, maps, and
animation data to game format files, low-polygon count modeling
techniques, and motion capture. Artificial intelligence for opponent
behaviors, networked systems, and the issues surrounding multi-user play
will also be examined.
COURSE OBJECTIVES
Upon completing this course, the student will:
- Examine and categorize the significant events in the development of
the Electronic Game Industry.
- Evaluate selected commercial game designs, addressing; social content,
historical significance and artistic technique.
- Compare the foundations of 3D animation and modeling, programming,
production, and artificial intelligence.
- Visualize, construct, and control a 3D character model figure.
- Visualize and implement a game design plan that describes the
controls,
interface and artistic style of an electronic game.
- Create and port a low-polygon model to a game format.
- Create a 3D game animation with real-time textures.
DETAILED TOPICAL OUTLINE
- Electronic Game Industry
- History
- Current Trends
- Game Consoles
- Interactive Digital Television
- Property Rights
- Contracts and Agreements
- Game Structures
- Script
- Storyboard
- Game Plan
- Character Profile
- Puzzle Design
- Story Design
- Game Programming and Game Engines
- Levels of Abstraction
- Ergonomics
- Component ID
- Object Orientation
- Interface Efficiency
- Game Graphics
- Porting Assets to Game Formats
- Meshes
- Textures
- Animation Data
- Low Polygon Count Modeling
- Artificial Intelligence
- Intelligent Heuristics
- Multiple Behavior Patterns
- Machine Learning
- Search and Avoidance Algorithms
- Networked Systems and Multi-User Play
- Network Agents
- Multiple Variables Management
- Client-Server Models
- Server Applet Execution
READINGS
Black Art of 3D Game Programming: Writing Your Own High-Speed
3-D Polygon Video Games by Andre Lamonthe, Waite Group Press.
Tricks of the Game-Programming Gurus by Andre Lamonthe, Sams Press
ASSIGNMENTS
- Reading Assignments: The text book reading assignments will be
discussed in class in order to assist the student in developing a
sequential theoretical understanding of the techniques and processes
required to accomplish the computer based laboratory assignments.
- Typical Writing Assignments: Write a simple game concept
treatment, write a short “game bible”, and write a critique of a
commercial game.
- Typical Outside Assignments: Draw character and layout
sketches, research current trends in the industry, or visit a production
studio and observe the processes of game design.
TYPICAL EVALUATION AND GRADING SCALE
Students will be evaluated based on critiques, game design projects,
written quizzes, and a written exam. In order to achieve a grade of "C" in
this course, the student must complete all assigned design projects.
Typical evaluation criteria may include: Game Critiques 10% Game Projects 50%
Quizzes 30% Final Exam. 10% Total 100 %
A typical grading scale is: 90-100% A 80-89% B 70-79% C 60-69% D 0-59% F
6.23.2003
|
|
|
 |
| |
|
Course at a
Glance |
|
COURSE NUMBER
MA C130
COURSE TITLE
Fundamentals of Game Design
UNITS
3
TOTAL HOURS
90 total
36 lecture/54 lab
TRANSFERABILITY
A/CSU
ADVISORY
CSCI C266 or the equivalent skill is recommended.
REPEATABILITY
none |
|
NOTICE
The course outlines contained in this site are representative of the content
taught in each course. Individual instructor outlines may vary.
Textbooks listed on this page are subject to change.
Please check with the instructor or with the college
BookNook for up-to-date
information about current textbooks used. |
|
|