8/31/2024 10:13:52 PM |
| New Course (First Version) |
CATALOG INFORMATION
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Discipline and Nbr:
CS 74.41B | Title:
GAME DESIGN 2 |
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Full Title:
Game Design 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 | 4 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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This course will guide the students through the development process of creating a video game with emphasis on team work. Industry software and techniques will be used by the students to design, storyboard, model, animate, script and publish a 3D video game. Students will work in teams with assigned tasks to develop a multi-level game including compelling story and cut-scenes. This game will be published to a website.
Prerequisites/Corequisites:
Course Completion of CS 41 ( or CS 74.41 or CS 74.41A)
Recommended Preparation:
Limits on Enrollment:
Schedule of Classes Information
Description:
Untitled document
This course will guide the students through the development process of creating a video game with emphasis on team work. Industry software and techniques will be used by the students to design, storyboard, model, animate, script and publish a 3D video game. Students will work in teams with assigned tasks to develop a multi-level game including compelling story and cut-scenes. This game will be published to a website.
(Grade or P/NP)
Prerequisites:Course Completion of CS 41 ( or CS 74.41 or CS 74.41A)
Recommended:
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: | Fall 2010 | 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. Brainstorm and develop 2D (comp) art drawings.
2. Create a storyboard and technical and design documents.
3. Use 3D modeling to create assets.
4. Draft a virtual environment and scale to vehicles.
5. Create environments, props, assets, and animations.
6. Place cameras.
7. Create materials, textures, lighting, and continuity.
8. Use and adjust scripts to make a game interactive.
9. Develop interface screens and cut scenes.
10. Create and edit a library of sound effects.
11. Test a game, write bug reports, and fix bugs.
12. Publish a finished game to a website.
Topics and Scope
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1. Game design preliminaries
a. Brainstorming
b. Comp drawings
c. Working in a team
d. Documentation throughout the game development process
e. Copyright implications
2. Storyboarding
a. Technical documents
b. Design documents
3. 3D modeling with 3D Studio Max
a. Human vehicles
b. Alien vehicles
4. Roughout
a. Roughing out environment
b. Scaling environment with vehicles
5. Environment
a. Props
b. Assets
c. Cameras
d. Animations
e. Materials
f. Textures
g. Lighting continuity
6. Scripting
a. For keyboard controls
b. For collision
7. Scripting goals
a. Score
b. Win/lose conditions
8. Scripting props
a. Any enemy AI (artifical intelligence)
b. Easter eggs
9. Screens
a. Title
b. Intro movie
c. Cut-scenes
d. Win/lose screens
e. Credit screens
10. Audio
a. Narration
b. Sound effects
c. Music
d. Cut scenes
11. Publishing a website version
12. Beta testing and bug reporting
13. Last fixes before going Gold
14. Presenting projects published from a website
Assignments:
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1. Written review of a favorite game (2-5 pages)
2. Job Order 1:
a. Storyboard drawings
b. Design technical documents (3-5 pages)
3. Job Order 2:
a. Roughout 4 environments and scale with vehicles
b. Complete all 4 environments with modeling, animations, lighting, and materials
4. Job Order 3:
a. Level design scripting of ingame interactions
b. Interfaces, intro movie, and cut-scenes
5. Job Order 4:
a. Audio, title, and credits screens
b. Publish an executable of the game
6. Job Order 5:
a. Bug reporting
b. Post Gold version to the Web
7. Final Project: Submit all required working files. Present web version published on a website
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 5 - 10% |
Game review and technical documents | |
Problem solving: Assessment tools, other than exams, that demonstrate competence in computational or non-computational problem solving skills. | Problem Solving 50 - 70% |
Job Orders 1-6 | |
Skill Demonstrations: All skill-based and physical demonstrations used for assessment purposes including skill performance exams. | Skill Demonstrations 20 - 30% |
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 - 10% |
Teamwork | |
Representative Textbooks and Materials:
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Instructor prepared materials
Fundamentals of Game Design, 2nd ed. by Ernest Adams, New Riders Press, 2009
Challenges for Game Designers by Brenda Brathwaite & Ian Schreiber, Charles River Media, 2008
Creating Games: Content, Mechanics & Technology by Morgan McGuire & Odest Jenkins, AK Peters, 2009
Learning Autodesk 3ds Max 2010 Foundation for Games, by Autodesk, Focal Press, 2009
The Art of Game Design: A book of lenses by Jesse Schell, Morgan Kaufmann, 2008
How to Cheat in 3DS Max 2010: Get Spectacular Results Fast by Michele Bousquet, Focal Press, 2009
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