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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.

 
Note: To view a course syllabus, click on any course that has a red, bold title.
 
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
 
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
 
GAME 1021 Video Game Design III (Advanced Game Design)
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
 
 
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
 
 
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.
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
 
 
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
 
 
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
 
 
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
 
 
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