|12/2/2023 5:54:12 PM||
|Discipline and Nbr:
GAME DEVELOPMENT 2||
Game Development 2
|Units||Course Hours per Week|| ||Nbr of Weeks||Course Hours Total
|Maximum||3.00||Lecture Scheduled||3.00||17.5 max.||Lecture Scheduled||52.50
|Minimum||3.00||Lab Scheduled||0||8 min.||Lab Scheduled||0
| ||Contact DHR||0|| ||Contact DHR||0
| ||Contact Total||3.00|| ||Contact Total||52.50
| ||Non-contact DHR||0|| ||Non-contact DHR Total||0
Title 5 Category:
AA Degree Applicable
Grade or P/NP
00 - Two Repeats if Grade was D, F, NC, or NP
Also Listed As:
| ||Total Out of Class Hours: 105.00||Total Student Learning Hours: 157.50||
Course Completion of CS 42 ( or CS 74.42 or CS 74.42A)
Eligibility for ENGL 100 or ESL 100
Limits on Enrollment:
Schedule of Classes Information
(Grade or P/NP)
Prerequisites:Course Completion of CS 42 ( or CS 74.42 or CS 74.42A)
Recommended:Eligibility for ENGL 100 or ESL 100
Limits on Enrollment:
Repeatability:00 - Two Repeats if Grade was D, F, NC, or NP
ARTICULATION, MAJOR, and CERTIFICATION INFORMATION
Both Certificate and Major Applicable
Outcomes and Objectives:
At the conclusion of this course, the student should be able to:
|CSU GE:||Transfer Area|| ||Effective:||Inactive:
|IGETC:||Transfer Area|| ||Effective:||Inactive:
|CSU Transfer:||Transferable||Effective:||Spring 2011||Inactive:||Fall 2019
Upon completion of the course, students will be able to:
1. Solve artificial intelligence, rendering, and animation problems.
2. Create video games of moderate complexity.
3. Discuss common workflow practices in the games industry.
4. Craft compelling resumes and portfolios.
5. Prepare for rigorous and technical interview process.
Topics and Scope
1. Frame-based animation
2. Elapsed game time vs. real time
3. Particle systems
1. Programmable graphics hardware
a. GPU (Graphics Processing Unit) architecture summary
b. GLSL and HLSL
c. Vertex, pixel, geometry, and compute shaders
2. The CUP side
a. Feeding the animal - getting the GPU to draw stuff
b. Renderer architecture and performance considerations
III. Data Driven Development
1. Ways to define your data
2. XML (Extensible Mark-up Language)
IV. Gameplay Engineering
1. Save and load game state
2. User interface
3. Heads-up display
4. Collision detection and response
V. Industry Workflow
1. Standard workflows and source control
2. Collaboration with artists and designers
3. Technical interviews
4. Technical resumes
5. Portfolio development
6. Milestones for game development
a. Concept document
b. Game design document
c. Technical design document
VI. Professional Issues
1. Creating resumes and portfolios
2. Technical interviews
3. Preparation for and finding engineering jobs within the game industry
1. Read approximately 25-30 pages a week.
2. Weekly project milestones: students solve iterative programming and workflow problems.
3. Prepare sample questions for technical interviews.
4. In-class technical interviews: students will interview each other.
5. Preparation of a sample resume and portfolio website.
6. Written concept, game design, and technical documentation for a team based final project.
7. Final project: a working game that demonstrates the use of the techniques developed in this class.
Methods of Evaluation/Basis of Grade.
Representative Textbooks and Materials:
|Writing: Assessment tools that demonstrate writing skill and/or require students to select, organize and explain ideas in writing.||Writing
10 - 20%
|Written concept and technical documentation||
|Problem solving: Assessment tools, other than exams, that demonstrate competence in computational or non-computational problem solving skills.||Problem Solving
30 - 40%
|Interative programming, game design, and workflow problems||
|Skill Demonstrations: All skill-based and physical demonstrations used for assessment purposes including skill performance exams.||Skill Demonstrations
50 - 50%
|In-class technical interviews and final project||
|Exams: All forms of formal testing, other than skill performance exams.||Exams
0 - 0%
|Other: Includes any assessment tools that do not logically fit into the above categories.||Other Category
0 - 0%
Hall, Joseph. XNA Game Studio Express: Developing Games for Windows and the Xbox 360. Course Technology PTR, 2007.
Lobao, Alexandra Santos. Beginning XNA 3.0 Game Programming: From Novice to Professional. Apress, 2009.
Nitschke, Benjamin. Professional XNA Game Programming. Wrox, 2008.
Reed, Aaron. Learning XNA 3.0: XNA 3.0 Game Development for the PC, Xbox 360, and Zune. O'Reilly Media, 2008.
Instructor prepared materials