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Video Game Development
Course Descriptions
- Design -
The Role:
Everyone thinks they can be a game designer,
but designing games professionally is a demanding
art requiring creativity, critical thinking and an
unwavering pursuit of the concept of fun. Senior game
designers help concept the overall vision of the game
and flesh out how individual portions of the game
will work. The whole of the design team is responsible
for fiction, scripting (light coding) and worldbuilding,
and at the close of the project, they are the ones
responsible for putting all of the pieces together,
turning the game into a coherent whole which is fun,
fair and balanced.
Successful game designers are well-rounded individuals,
who have not only a passion for video games, but a
broad base of knowledge covering a wealth of topics
that could become instructive to their designs. Successful
game designers are also masters of tools use, and
feel confident using not only common game design tools
such as UnrealEd and the Neverwinter Nights toolset,
but also more conventional office tools such as Word,
Powerpoint, Access and Excel. Above all, successful
game designers are creative, inquisitive, good communicators,
and excel at synthesizing other people's ideas into
their own.
This program gives designers a broad overview of the
mechanics of game design and how to navigate the elusive
search for fun. However, more critically, this program
gives designers the skills they need to break into
the industry, giving them the fundamentals of worldbuilding,
interactive fiction and scripting. Getting a job as
a game designer is highly competitive, and any edge
will help potential entry level positions stand out
- this curriculum will help design candidates pursue
jobs with confidence and a portfolio designed to demonstrate
their design strengths. |
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| Note: To view a course syllabus, click on
any course that has a red,
bold title. |
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| Class Includes: Class Discussion:
Historical Overview of Video Games and Game Design;
Basic understanding of games as systems and acceptance
of a shared taxonomy for discussion: MDA framework,
vocabulary, simple rules systems; Platform issues
and considerations, different game editors, common
game design mistakes, gender specifics in games, implicit
politics in games, emerging topics. Class Work: Research/play
games both inside and outside of class, change existing
rules systems, design games on paper. Case Studies:
Popular games deconstructed and seen as systems. Class
Project: Dropping, adding, modifying 'modules' within
existing popular games. |
| Prerequisites: None |
| Required Textbook (Available at the ACC Bookstore):
Game Design Workshop by Tracy Fullerton, 2nd Edition,
Elsevier, ISBN: 978-0-240-80974-8; Introduction to the
Game Industry by Michael Moore Prentice Hall ISBN 0-13-168743-3.
Recommended: Rules of Play: Game Design Fundamentals
by Salen & Zimmerman, MIT Press, ISBN: 0262240459;
The Design of Everyday Things by Donald A. Norman, Basic
Books, ISBN: 0465067107 |
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| Class Includes: Class Discussion:
Overview of video game projects and game designer
tasks: Pre-production, Design Phase, Production (alpha,
beta), Post-production (tuning, QA testing); Video
Game Design Topics: Game Systems, Technical Tools:
Scripting, Technical Tools: Level Editors, Level Design
Fundamentals, Power-up Design, Enemy Design. Case
Studies: Platform-specific Considerations: An analysis
of contemporary game industry platforms and their
specific challenges. Class Project: Video Game Creation:
A map in an RTS or shooter (via editor freeware),
a simple coded arcade game, an art mod for a given
game map, etc. |
| Prerequisites: Video Game
Design I |
| Required Textbook (Available at the ACC Bookstore):
Game Design Workshop by Tracy Fullerton, 2nd Edition,
Elsevier, ISBN: 978-0-240-80974-8; Recommended: Rules
of Play: Game Design Fundamentals by Salen & Zimmerman,
MIT Press, ISBN: 0262240459; The Design of Everyday
Things by Donald A. Norman, Basic Books, ISBN: 0465067107
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| GAME
1021 Video Game Design III (Advanced Game Design)
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| Class Includes: Class Discussion: Video Game Design
Topics: Economic Systems, Reward Mechanisms, Dramatic
Emotional Cycles; Leading Creative Teams: Basic management
techniques translated to video game teams. Case Studies:
Popular games deconstructed and seen as systems; Adapting
Interfaces (across platforms). Class Project: Video
Game Creation: A map in an RTS or shooter (via editor
freeware), a simple coded arcade game, an art mod for
a given game map, etc. |
| Prerequisites: Video Game Design II |
| Required Textbook (Available at the ACC Bookstore):
Game Design Workshop by Tracy Fullerton, 2nd Edition,
Elsevier, ISBN: 978-0-240-80974-8; Recommended: Rules
of Play: Game Design Fundamentals by Salen & Zimmerman,
MIT Press, ISBN: 0262240459; The Design of Everyday
Things by Donald A. Norman, Basic Books, ISBN: 0465067107
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| GAME 1018 Video Game Design Practicum Lab |
| Class Includes: Genre- based lab assignments, traditional
strengths and weaknesses inherent in types of games,
evaluating UI design across types of games, online community
support, scoring systems, game economies, game ecologies,
design documentation/feature specs and game tuning experimentation. |
| Prerequisites: Video Game Design III (or consent
of instructor) |
| Required Textbook (Available at the ACC Bookstore):
Game Design Workshop by Tracy Fullerton, 2nd Edition,
Elsevier, ISBN: 978-0-240-80974-8; Recommended: Rules
of Play: Game Design Fundamentals by Salen & Zimmerman,
MIT Press, ISBN: 0262240459; The Design of Everyday
Things by Donald A. Norman, Basic Books, ISBN: 0465067107
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GAME
1072 Level Design
Introduction to the tools and concepts used to create
levels for games and simulations. Incorporates level
design, architecture theory, concepts of critical path
and flow, balancing, play testing, and storytelling.
Includes utilization of toolsets from industry titles.
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| Prerequisites: Video Game Design
I (or consent of instructor) |
| Required Textbook: (Available at the ACC Bookstore):
Mastering Unreal Technology: The Art of Level Design
by Jason Busby, Zak Parrish, Joel VanEenwyk, Sams, ISBN:
0-672-32692-2 |
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GAME
1071 Game Scripting I
Design, navigation, and graphics with an emphasis on
game concepts and simulations using scripting languages.
Class will include some basic script theory and use
of the Neverwinter Nights dragon age scripting engine
with the goal to script a complete mod. |
| Prerequisites: GAME 1019 Video Game
Design II & GAME 1010 Video Game Programming |
| Required Textbook: (Available at the ACC Bookstore):
TBD |
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| Through this class, students will explore the unique
challenge of writing non-linear fiction. Utilizing tools
as varied as choose-your-own-adventure books and the
PC game Neverwinter Nights, we will research and review
various methods of interactive storytelling. This class
will also focus on creative writing. By the end of the
class, each student will have written several examples
of interactive fiction. |
| Prerequisites: Video Game Design
I (or consent of instructor) |
Required Textbook (Available at the ACC Bookstore):
Required: The Writer's Journey: Mythic Structure for
Writers by Christopher Vogler, ISBN: 9-41188-70-1;
Recommended: Game Design Workshop by Tracy Fullerton,
Christopher Swain & Steven Hoffman, CMPBooks, ISBN:
1-57820-222-1; Character Development and Storytelling
for Games by Lee Sheldon. ISBN: 1592003532; Hamlet on
the Holodeck by Janet Murray. ISBN: 0262631873
Sheldon, Muska & Lipman/Premier-Trade, ISBN: 1592003532 |
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GAME 2005 Interactive Writing
II |
| The course will cover Dialog, Story, and Character
Development in writing for Video Games To create a truly
immersive game experience with a compelling fantasy
world, a game must be populated with real characters
with actual histories, motives, dreams, and secrets.
Characters with real depth with which pull the player
in can develop a fantasy world into a real place that
the player loves to visit, and can't wait to get back
to when they leave. This session explores techniques
to get to know your own characters, help bring them
to life, and how they interact with the story and environment.
Examples are drawn from past games as well as current
projects. |
| Prerequisites: Interactive Writing I (or consent
of instructor) |
| Required Textbook (Available at the ACC Bookstore):
Game Development Essentials : Game Story & Character
Development by Marianne Krawczyk, Jeannie Novak ; Thomson
Delmar Learning; 1 edition (March 23, 2006); ISBN: 1-4018-7885-7;
Recommended: Hamlet on the Holodeck by Janet Murray,
MIT Press, ISBN: 0262631873; Rules of Play: Game Design
Fundamentals by Salen & Zimmerman, MIT Press, ISBN:
0262240459 ; Character Development and Storytelling
for Games by Lee Sheldon, Muska & Lipman/Premier-Trade,
ISBN: 1592003532 |
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| GAME
2012 Interactive Audio |
| This course will run through the game audio development
process from start to finish. Students will work with
current development and audio production tools to realize
audio designs. Music, sound effects, and dialog production
will be covered as well as content authoring, audio
implementation, and asset management. Emphasis will
be put on the designer role in the audio process. |
| Prerequisites: Video Game Design I (or consent
of instructor) |
Required Textbook (Available at the ACC Bookstore):
Exploring Sound Design for Interactive Media – Joseph
Cancellaro, Thomson Delmar Learning 1 edition (July
19, 2005) ISBN: 1401881025. Suggested: The
Fat Man on Game Audio: Tasty Morsels of Sonic Goodness
– George Sanger, New Riders Games (June 25, 2003) ISBN:
1592730094.Audio for Games: Planning, Process, and Production
– Alexander Brandon, New Riders Games (October 7, 2004)
ISBN: 0735714134 |
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