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Video Game Development
Course Descriptions
- Industry -
| Note: To view a course syllabus, click on any course
that has a red, bold
title. |
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| The course covers the structure
of the industry: its history (literature, media studies
and design), the market, game genres, distribution
and publishing channels, typical business models,
and a competitive landscape of the industry. Topics
include: market size and trends, retail and Internet
distribution channels, single and multi-player game
genres, PC, console, and cell phone platforms, and
major industry players. Also included in this course
are the history of computers, electronic games and
toys, and the construction and critique of a canon
of significant and influential games. |
| Prerequisites: None |
Required Textbook (Available
at the ACC Bookstore): Introduction to the Game Industry
by Michael Moore. Prentice Hall ISBN 0-13-168743-3 |
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| The course is designed for those
interested in managing their own Game products, or
those in established companies who have a need to
better understand the business issues in Game products.
The course will cover the basics of business management.
Topics include: How to start it: incorporation, sole
proprietorship, sub chapter S corporation, versus
a normal corporation; How to do it: market analysis
& marketing/sales, managing development, manage
a budget, what costs don't you expect, tax implications,
cost estimation, subcontracting work; How to protect
it: negotiation, contracts, and intellectual property.
Subject matter experts will give lectures. |
| Prerequisites: GAME 1026
Video Game Industry |
Required Textbook (Available
at the ACC Bookstore): Business & Legal Primer
for Game Development; Gregory Boyd & Brian Green;
Charles River Media; 15-Nov-06; 1st; ISBN: 1-58450-492-7
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| This course will provide a general
understanding of the many facets of game development
(programming, art, design, production, audio, QA,
marketing, publishing) and how they all fit together.
Material will include case studies and postmortems
from popular games, as well as guest lectures from
industry professionals. Students will learn about
specific processes for console/PC/mobile/handheld
platforms and receive real-world advice on preparing
for a job in game development.
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| Prerequisites: GAME 1026
Video Game Industry |
Required Textbook (Available
at the ACC Bookstore): "Game Development Essentials:
An Introduction" by Jeannie Novak, Edition /
Copyright: 1st, 2004, Thomson/Delmar Learning, ISBN:
1401862713; |
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| Step by step through all the stages.
Game development and publishing are complex collaborative
efforts. Issues of design documentation, content creation,
team roles, group dynamics, risk assessment, people
management and process management are addressed in
this course to begin to understand video game product
development. Five phases of product development management
are covered: requirements synthesis to technical definition,
development plan construction, plan management, problem
management, process assessment and improvement and
QA/Test. Show the differences in developing for PC
versus console or wireless. The console portion focuses
on why you need to and how to get approval from a
hardware manufacturer, the steps to manufacture, and
the importance of a bug-free release. |
| Prerequisites: GAME 1026
Video Game Industry |
| Required Textbook (Available at the ACC Bookstore):
The Game Producer's Handbook by Dan Irish, Course Technology
PTR, ISBN: 1-59200-617-5; The One Minute Manager Anniversary
Ed : The World's Most Popular Management Method by Kenneth
H. Blanchard & Spencer Johnson, William Morrow Publisher,
ISBN: 0688014291; Leadership and the One Minute Manager
: Increasing Effectiveness Through Situational Leadership
by Ken Blanchard & Patricia Zigarmi, William Morrow
Publisher, ISBN: 0688039693; Recommended: Game Design,
Bob Bates, Thomson Course Technology ISBN 1-59200-493-8 |
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