12/4/2024 6:18:15 PM |
| Changed Course |
CATALOG INFORMATION
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Discipline and Nbr:
CS 74.42B | Title:
GAME DEVELOPMENT 2 |
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Full Title:
Game Development 2 |
Last Reviewed:3/31/2014 |
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 |
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| Non-contact DHR | 0 | | Non-contact DHR Total | 0 |
| Total Out of Class Hours: 105.00 | Total Student Learning Hours: 157.50 | |
Title 5 Category:
AA Degree Applicable
Grading:
Grade or P/NP
Repeatability:
00 - Two Repeats if Grade was D, F, NC, or NP
Also Listed As:
Formerly:
Catalog Description:
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A survey of fundamental game development techniques. The basics of artificial intelligence, animation, 2D and 3D real-time rendering, and collision detection/response are covered through the development of a game engine written in JavaScript. Students in this class will collaborate to develop games using a realistic industry workflow, from conception through completion. This course also addresses professional issues, such as creating resumes and portfolios, technical interviews, and finding engineering jobs within the games industry.
Prerequisites/Corequisites:
Course Completion of CS 42 ( or CS 74.42 or CS 74.42A)
Recommended Preparation:
Eligibility for ENGL 100 or ESL 100
Limits on Enrollment:
Schedule of Classes Information
Description:
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A survey of fundamental game development techniques. The basics of artificial intelligence, animation, 2D and 3D real-time rendering, and collision detection/response are covered through the development of a game engine written in JavaScript. Students in this class will collaborate to develop games using a realistic industry workflow, from conception through completion. This course also addresses professional issues, such as creating resumes and portfolios, technical interviews, and finding engineering jobs within the games industry.
(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:
Transfer Credit:CSU;
Repeatability:00 - Two Repeats if Grade was D, F, NC, or NP
ARTICULATION, MAJOR, and CERTIFICATION INFORMATION
Associate Degree: | Effective: | | Inactive: | |
Area: | | |
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CSU GE: | Transfer Area | | Effective: | Inactive: |
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IGETC: | Transfer Area | | Effective: | Inactive: |
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CSU Transfer: | Transferable | Effective: | Spring 2011 | Inactive: | Fall 2019 |
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UC Transfer: | | Effective: | | Inactive: | |
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C-ID: |
Certificate/Major Applicable:
Both Certificate and Major Applicable
COURSE CONTENT
Outcomes and Objectives:
At the conclusion of this course, the student should be able to:
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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
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I. Animation
A. Frame-based animation
B. Elapsed game time vs. real time
C. Particle systems
II. Rendering
A. Programmable graphics hardware
1. Graphics Processing Unit (GPU) architecture summary
2. GLSL and HLSL
3. Vertex, pixel, geometry, and compute shaders
B. The CUP side
1. Feeding the animal - getting the GPU to draw stuff
2. Renderer architecture and performance considerations
III. Data Driven Development
A. Ways to define your data
B. Extensible Mark-up Language (XML)
IV. Gameplay Engineering
A. Save and load game state
B. User interface
C. Heads-up display
D. Collision detection and response
V. Industry Workflow
A. Standard workflows and source control
B. Collaboration with artists and designers
C. Technical interviews
D. Technical resumes
E. Portfolio development
F. Milestones for game development
1. Concept document
2. Game design document
3. Technical design document
4. Prototype
5. Production
6. Alpha
7. Beta
8. Gold
VI. Professional Issues
A. Creating resumes and portfolios
B. Technical interviews
C. Preparation for and finding engineering jobs within the game industry
Assignments:
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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.
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% |
None | |
Other: Includes any assessment tools that do not logically fit into the above categories. | Other Category 0 - 0% |
None | |
Representative Textbooks and Materials:
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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
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