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Video Game Development
Course Descriptions
- Cross Discipline -
| Note: To view a course syllabus, click on any course
that has a red, bold
title. |
| GAME 1007 Quality Assurance |
| Discussion of the different testing methodologies,
review of test plans and test documents, role of professional
testers and players, and review of the kinds of documents
they produce. Other topics include risk analysis strategies,
and failure and regression techniques. These techniques
are useful at any size shop, so some attention is paid
to what it actually takes to get a job as a tester,
as well as effective communication with test organizations.
Producers and team leaders must effectively communicate
with the QA department. If this is meant to be a track
that leads to 'producing' video games, QA members should
understand that they are most effective as a manager
on a team if they have a particular skill, either design,
art, or programming and that they need to get experience
on the Product Development team before leading those
teams as a producer. |
| Prerequisites: Video Game Production (or approval
of the course director) |
| Required Textbook (Available at the ACC Bookstore):
Customer Oriented Software Quality Assurance by Frank
P. Ginac, Pearson Education, 1st edition, ISBN: 0135714648
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| GAME 1050 Asset Management |
| This course covers planning asset
organization, architecture, workflow, evolution survey
of asset management techniques, common tools, and
data lifecycles within the product/project lifecycle.
Other topics include: addressing the special needs
of stakeholders (art, code, writing, MIS, management,)
handling massive data stores, backups and archives,
and using asset management to improve productivity.
This course covers not only graphics, but all aspects
of the game development process related to asset management.
Programming & Art |
| Prerequisites: Video game
Programming, C/C++ Programming Experience or consent
of instructor. |
| Required Textbook (Available
at the ACC Bookstore): tbd |
| Specialization Applicability:
Programming & Art |
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| GAME 1040 Shaders |
| Covering programmable shaders,
this elective is of interest to both programmers and
technical artists. Topics for this course include:
how art is portrayed in video games, cell shading,
photo realism filter to graphics, scripting languages,
and reprogrammable shader cards. Programming &
Art |
| Prerequisites: Video game
Programming, C/C++ Programming Experience or consent
of instructor. |
| Required Textbook (Available
at the ACC Bookstore): tbd |
| Specialization Applicability:
Programming & Art |
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