Syllabus
Credit Hours: 3
Contact Hours: 3 hours lecture per week
Frequency: Tuesday / Thursday 4:30-5:50 PM
Texts and Other Supplemental Materials: #
- (Optional) The Art of Game Design: A Book of Lenses; Jesse Schnell; 3rd edition; 2019.
- (Optional) Rules of Play; Katie Salen Tekinbaş and Eric Zimmerman; 2003.
Catalog Course Description: #
The essentials of video game design and implementation, including planning, graphics, sound, programming and testing. Focus is on a semester-long, small-team, interdisciplinary project to develop and present a complete, full-featured game.
Prerequisites: #
ART 2050 or CSC 3102 or MUS 2732 or permission of instructor.
Applied to the Degree: selected elective #
- Software Engineering Concentration – Selected elective area concentration
- All concentrations – CSC 3000-level and above elective
- All concentrations – Selected “Tech” elective Group A
- All concentrations except CS and the Second Discipline Concentration – Approved free elective
Learning Objectives: #
- Apply concepts related to aesthetic development as it relates to the human-centric evaluation and evolution of effective visual and audio experiences
- Demonstrate theoretical and artistic techniques in a graphical application
- Apply theory and principles related to 3D graphics
- Utilize general-purpose development tools in game development
- Create a problem solution by using principles of software architecture and software engineering in the context of video game development
- Apply the motivating applications of algorithms, automata theory, artificial intelligence, and physical simulation
- Practice the communication skills necessary to work in a collaborative environment on a team-based project
- Practice the communications skills necessary for oral presentation and software project demonstration
Major Topics: #
- Video game history
- Taxonomy and genre of video games
- The impact and ethics of gaming
- Game-play design and the components of a video game experience
- Creation of engrossing environments and coherent worlds
- Authoring of effective visual and audio assets
- Software architecture and engineering for video games
- Introduction to real-time 3D graphics
- Hardware architecture of contemporary video game platforms
- Algorithm implementation and trade-offs
- Human physical and perceptual issues
- Game artificial intelligence
- Applications of automata theory
- Multiplayer game design
- Physical simulation
- Testing and quality assurance