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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
 
 
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
 
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