Course Prerequisite
GA3312 Level Design
Required Text
Game Development Essentials: An Introduction, by Jeannie Novak (Thomason / Delmar Learning) 2005, ISBN # 1-4018-6271-3. [Note, this is the same book used in Survey of the Game Industry, so you should have a copy already.]
In this course the student learns to research and develop the gameplay needs for the overall game project and create specific game design core mechanics accordingly using the iterative process of game prototyping. Featuring a complete description of the game development process, game prototyping instructs in the methodologies of both analog (pen and paper) and digital (computer) game prototyping, compares and contrasts the advantages of each. Students will develop skills in rapid game prototyping and be able to define a game’s core mechanics and create game mods
Analog Game Inception Doc
4 points
Analog Homework Game
16 points
Analog Final Exam Game
25 points
First Exam
15 points
Exam 1
15 points
Homework Game Mods
40 points (10 ea.)
Second Exam
15 points
Third Exam
15 points
Final Game Inception Doc
10 points
Final Game Concept Doc
10 points
Final Game 2
40 points (rubric)
Final Game Analysis
5 points
Class Analysis Survey
5 points
Total 3
200 points 4
1. The points for Homework assignments vary. Each week's assignment has a value of from 4 to (usually) 10 points.
2. The 40 points for the Graded Course Project are broken down into a rubric as explained in detail on that page of this web site.
3. Note that extra credit assignments are usually provided during the course and extra credit points might also be awarded for class participation. Students may voluntarily participate in extra credit assignments but are not required to do so. Points earned for extra credit are in addition to the above schedule.
4. A student’s final score, including extra credit, will be divided by two to get a percentage (100 scale) value. Grades based upon that result are as shown above.
Grading Scale (percentage):
A = 4.0 100 to 92
A- = 3.7 91.9 to 90
B+ = 3.4 89.9 to 88
B = 3.0 87.9 to 82
B- = 2.7 81.9 to 80
C+ = 2.4 79.9 to 78
C = 2.0 77.9 to 72
C- = 1.7 71.9 to 70
D+ = 1.4 69.9 to 67
D = 1.0 66.9 to 60
F = 0.0 59.9 and below
* How your grade is computed, simply:
1. Add up all of the values of the optimum possible number of points that you
could have earned to date.
2. Divide the number in your Total * column on the far right side of
the table by the sum from step 1.
3. Multiply the result by 100 to obtain your Percentage Score.
4. Compare your Percentage Score with the Grading Scale above,
and that's where you currently stand.
For example, let's say that, to date, the optimal possible score would be 55. Your total score, including -1 point for a tardy and +1 point of extra credit, is currently only 38 out of that possible 55 points, so the math works out thus: (38 / 55) * 100 = 69.1 (when rounded up to the nearest tenth of a point). If you look up 69.1 on the above Grading Scale, you're only getting a D+. (However, you're very close to a C-, so just try a little harder!)
Learning the material in this
course involves hearing the lectures, participating in class discussions,
reading the "Required Reading" section on each week's web page, and completing the weekly homework assignments.
Negative points are scored for absenteeism. The penalty of -1 point
is assessed per tardy (with attendance taken twice per session) and -3 points
for a complete absence. The life lesson here being that "half of success is
just showing up."
You must turn in assignments at
the beginning of class. If you must miss a class meeting, please
contact me in advance to make alternative arrangements for submitting that
week’s homework.
Click here
to send me an email.
No late homework assignment
will be accepted after one week. All late homework assignments are
worth one less point for being late regardless of the reason.
If you miss an exam, attend the next class session 1/2 hour early. You will be given a special make-up exam at that time only. Any other special arrangements for making up exams or homework will be made entirely at the instructor’s discretion.
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Analog Exam |
Week 3 |
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First Exam |
Week 4 |
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Second Exam |
Week 6 |
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Third Exam |
Week 9 |
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Course Project Exam |
Week 11 |
Below is a detailed, week-by-week look at the course, complete with hyperlinks to various materials in this web site. If you get lost during a given week of class, you can always find you way back by looking here. Note: the various lecture links provide the weekly Review Sheet notes for students; these are password protected files.
You
will need Adobe Reader to view most of the lecture files. If you don't
have have it, don't panic; it's a free download from Adobe. Just click on this
button and download the proper version.
Lessons 10 is removed in the ten-week version of this course. Its homework is added to week 9 and due week 11.
Week |
Lectures and Labs |
Weekly Assignments |
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Explain course subject and methodologies; web site Lecture: Prototypes: “Wopen” Questions Answered; Human Memory & RAM (7 ± 2); Analog Game Prototyping; Arguments For & Against Analog Game Prototyping; Timing; Design Docs; and Deals. |
Homework: 1) Write an Inception Document for an analog conflict simulation game taken from popular fantasy, science-fiction, or history. 2) Go to http://www.cs.uu.nl/people/markov/gmaker/index.html and download the latest free version of Game Maker, and then pay the $25 to register it. 3) Buy the book The Game Maker’s Apprentice by Habgood & Overmars. |
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Lecture/Lab: Analog / Digital Prototype Comparison; Iterative Game Design; Visualizing Core Gameplay; and Instant Analog Game Prototyping (a live demo) Lab: Analog prototype and modding Shoot First (FPS) and Students of Conquest (RTS). |
Due: Inception Document. (4 points) Homework: Do research; create complete analog game prototype as demonstrated in class. This is excellent practice for your Analog Final Exam in class next week! |
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Analog Final Exam: (25 points according to rubric): Instant Analog Prototyping (assigned, live, hands-on creation of an assigned topic as a complete game prototype in one class period) |
Due: Complete draft analog game prototype. (16 points according to rubric) Homework: Study for the test on game prototyping next week. |
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Lecture: Mass Market Gamers (defining them, teaching them, and missing that market). Lab: Game Maker Tutorial 1 (Catch the Clown) and Tutorial 2 (Evil Clutches). Exam 1 (15 points) |
Homework: 1) Complete Game Maker Tutorial 3 (Galactic Mail). 2) Mod one of this week’s three tutorials (1, 2, or 3) and email me the .gm6 file before class next week. Have some fun with this assignment. |
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Lecture: Player Motivation (Expectancy-Value Theory) and Avoiding Player ‘Punishments’ (Passive Punishments; ‘Killing’ the Player) Lab: Game Maker Tutorial 4 (1945). |
Due: Tutorial 1, 2, or 3 mod. (10 points) Homework: 1) Complete Game Maker Tutorial 5 (Lazarus). 2) Mod one of this week’s two Tutorials (4 or 5) and email me the .gm6 file before class next week. Show some thought with this assignment. Textbook / Apprentice: Chapter 5, Interactive Challenges: pages 85 – 96. |
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Lecture: Digital Game Rules (Designer’s Rules and Invisible Rules; Game Linearity) Lab: Game Maker Tutorial 6 (Wingman Sam) and start Game Maker Tutorial 7 (The Maze Game). |
Due: Tutorial 4 or 5 mod (10 points) Homework: 1) Finish Game Maker Tutorial 7 (The Maze Game), create at least 6 gameplay levels and email me the .gm6 file before class next week. Show some work in building these new features and levels. 2) Study for next week’s exam. Textbook / Essentials: Chapter 7, Level Design: pages 202 – 223. |
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Exam 2 (15 points) Three lectures, two book chapters, plus required readings on web site. Lecture: Feedback (Implicit; Explicit) and Rewards (Type; Structure). Lab: Game Maker Tutorial 8 (The Platform Game). |
Due: Completed Game Maker Tutorial 7 (The Maze Game) and turn in a 6 to 8 level maze adventure. (10 points) Homework: Finish Game Maker Tutorial 8 (The Platform Game), 3-6 levels; email me the .gm6 file before class next week. Show some work. Textbook / Essentials: Chapter 8, Interface: pages 224 – 257. |
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Lecture: Game Saves (Arguments For / Against); Interface Design (Eyes; Devices; Context, HUDs); Inception Document Review (Purpose, Checklist). Lab: Game Maker Tutorial 9 (Super Rainbow Reef). Work on your Graded Course Project game Design Doc and Alpha build. |
Due: Game Maker Tutorial 8 (The Platform Game) and turn in a 3-6 level platform game having at least two mods; include a cover note or F1 key information briefly explaining each mod. (10 points) Homework: 1) Write an Inception Document for your Course Project Game that you will make using Game Maker. 2) Create a working prototype (Alpha version) of your Course Project Game. 3) Study for next week’s exam. Extra Credit: You may make a presentation next week to the class, teaching us something new to help with creating games in Game Maker. Also, you may send a modded version of Tutorial 9 (Super Rainbow Reef, with suggestions on its last page). Either or both projects will garner you some extra credit. Textbook / Apprentice: Chapter 8, Levels and Features: pages 149 – 163. |
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Lecture: Concept Documents; Expectations for the Course Project Game Defined; Playtesting Review. Exam 3 (15 points) Two lectures, two book chapters, plus required readings on web site. Presentations: for Extra Credit, if any. Lab: Work on your Course Project Game documentation and prototype. Playtest student game projects (round 1) for Extra Credit. |
Due:
Inception Document
for and working prototype (Alpha version) of your Course Project
Game. (10 points) Homework: 1) Iterate your game’s Inception Document into a Concept Document as per this week’s lecture material. 2) Create an improved version of your game (Beta). Extra Credit: You may make a presentation next week to the class, teaching us something new to help with creating games in Game Maker. |
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Presentations: for Extra Credit, if any. Lab: Catch up on any missing work for your Course Project Game documentation and prototype. Playtest student game projects (round 2) for Extra Credit. |
Due: Concept Document for and improved version of your game (Alpha version) of your Course Project game. (10 points) Homework: 1) Create the final version of your game (Gamma) and bring it to class next week for you to present to the class for evaluation. 2) Write a review / analysis of the class; suggest improvements. |
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Final Exam: Instant Game Analysis (critical written evaluation 5 points); Course Project Game Presentations (40 points according to the grading rubric). |
Due: Class analysis survey form. (5 points) |