Comp 5970/6970 Game Design and Development
Total Page:16
File Type:pdf, Size:1020Kb
Comp 5970/6970 Game Design and Development Spring Semesters Computer Science & Software Engineering Description: This course will review gaming history, introduce current game theory and techniques for electronic game design and programming. Topics will include graphics game engines, motion generation, behavioral control for autonomous characters, interaction structure, and social and interface issues of multi-user play. Instructor: Dr. Cheryl D. Seals 3101 M Shelby Center for Engineering Technology 844-6319 sealscd at auburn dot edu [email protected] Office Hours: T/Th 2:00pm or by appointment. Textbook: Introduction to Game Design, Second Edition, edited by Steve Rabin Supplemental Text: Game Design Workshop by Tracey Fullerton The Topics and Activities is tentative and will be modified to support appropriate level of instruction for the class. The textbooks will be supplemented by handouts in class and pointers to web pages. Topics and Activities • Introduction and History of video games, game genres • Chapter 1 • Game Geners • Critical Game studies: Ludology for Game Developers- An Academic Perspective • The Games Industry • Assignment1 • Understanding Fun: The Theory of funativity: What is fun? • Finding Flow - creativity and optimum functioning by Mihaly Csikzentmihalyi • Assignment2 • Chapter 2 • Game Design, Design teams and Processes • 3D GameStudio Intro • Assignment 3 • Game Design Documentation • Assignment 4 • Level design • Chapter 3 • Assignment 5 • Modeling • Student Chapter Presentations • February Exam 1 • Human-computer interaction (HCI) • Project Description Work[P1] • Chapter 4 • Computer Graphics, collision detection, lighting, and Animation, Game data structures and algorithms, Collision Detection Extras • Preliminary Game Group Presentations • Chapter 5 • Computer Graphics, collision detection, lighting, and animation (cont.) • Chapter 6 • Audio, Visual Design and Production, Cinematography • Chapter 7 • Game Production and the Business of Games • March Exam 2 • • Artificial intelligence & Other Topics of Gaming Interest • Gaming Presentations • Project Work • Network Extras • How to Prototype a Game in Under 7 Day • Play testing (Game Usability Testing) • PlayTesting • Final Group Gaming Presentations • Final Group Gaming Presentations • Final Writeups of Projects Due • Final Exam Review • Final Exam TBD • Graduation TBD Grading: The final grade will be based on assignments (written and programming), project, attendance/participation, and exams. If you miss an exam or fail to turn in an assignment on time (without an official University excuse), you will receive a zero. No late assignments will be accepted! The grading scale for all exams and assignments is as follows: 5970 Scale 6970 Scale 90-100 A 92-100 A 80-89 B 82-91 B 70-79 C 72-81 C 60-69 D 65-71 D below 60 F below 65 F Final grades will be determined using the followings: Assignments and Quizzes 20% Exam 1 15% Exam 2 15% Game Topical Presentation 10% Games Developed and Final Game Project 40% (game% subject to change based on game difficulty level. If reduced to 30%, then assignments increased to 30%) Exam dates are tentative and may be changed at instructor discretion. Final exam date is fixed by the university. Assignments: Assignments (5-6) will consist of programming and/or written exercises. Quizzes (1-2) assess reading of course reading materials. All work is to be done independently (unless explicitly stated by instructor). The project: Multidisciplinary Teams of 4-8 individuals will implement of a complete video game, includes evaluation of the game as well as one or more presentations in the course of the game design. The aim is to have both designers and developers on each team. We will use multiple methods of game creation visual programming and textual programming based upon team experience. Game design and development will be completed in project teams. Late homework solutions will not be accepted. I reserve the right to keep all homework assignments. Exams: I reserve the right to keep all exams. You will be informed as to the exact format of an exam as well as the format of the questions on an exam. Exams will be closed book; however, one 8.5x11 inch sheet of paper filled with any handwritten information a student thinks is necessary is permitted. This 8.5x11 "crib-sheet" must be handed in along with the exam. Failure to hand in a "crib-sheet" will result in a zero for that exam. Scratch paper will be provided by the proctor. All scratch paper issued by the proctor must be handed in along with the exam. Failure to hand in scratch paper will result in a zero for that exam. Accommodation policy If you need special accommodations, please contact me during the first week of classes. Cheating: Instances of cheating will be handled according to university policy. Cheating covers any case in which a student has received unauthorized aid in his/her performance that contributes to a course grade or submits material contributing to a course grade with the intent to deceive the instructor or grader. If the unauthorized aid includes help from another student, then that student is considered to have cheated as well. Software: Unity 3D available in CSSE Labs, Unreal Engine, 3D Game Studio and MAYA and Game Development Engines that you can download for trial use for our class use. .