Course Prerequisite
None
Required Text
Game Development Essentials: An Introduction, by Jeannie Novak (Thomason / Delmar Learning) 2005, ISBN # 1-4018-6271-3. [Note, you'll be using this book in several other classes, from Game Design through Senior Project Planning (Project Management), so don't sell it back.]
The primary methods of instruction are through lectures presented by the instructor; students can pose questions and answer them (with the possibility to earn an extra credit point at the instructor's discretion) at any time. Supporting the lectures is a Graded Course Project where the students will make a Solo Pitch of their best new game idea to the class.
In addition, the students will be individually graded on a Game Review that they must compose, new game product concepts and their success in The Arena of Ideas, and their ability to critically evaluate the ideas and proposals of others.
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First Exam |
25 points |
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Second Exam |
20 points |
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Game Review [with screen shots] |
10 points |
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Industry Contact Survey |
15 points |
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Third Exam |
20 points |
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Game Ideas #1 |
10 points |
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Critical Evaluations |
5 points |
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Game Ideas #2 |
10 points |
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Critical Evaluations |
5 points |
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Solo Pitch: [written materials] |
15 points |
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Solo Pitch: [teacher evaluation] |
15 points |
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Solo Pitch: [student evaluations] |
10 points |
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Critical Evaluations |
10 points |
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Fourth Exam |
30 points |
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Total 1 |
200 points 2 |
1. 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.
2. 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 follows:
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 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.
|
First Exam |
Week 3 |
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Second Exam |
Week 5 |
| Third Exam | Week 8 |
|
Course Project Due |
Week 11 |
|
Final 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.
Week |
Lectures and Labs |
Homework & Graded Assignments |
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Explain course subject, teaching methodology, grading methodology, and web site Lecture: History of Games, Part 1 (from Ancient Board Games to Renaissance Card Games) Lab: play Mancala, Nine Men’s Morris, and Whist |
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Lecture: History of Games, Part 2 (“Serious Games” from Simulation Games via Kriegspiel to the 20th Century); Reviewing Games Lab: play Strike Force One |
Homework: Game Review (write draft). Textbook: Introduction + Chapter 1, Historical Elements. |
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Lecture: History of Games, Part 3 (The 20th Century to today) Lab: Play Strike Force One Expert Game |
Assignment Due: Game Review (draft). Homework: Game Review (final). |
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Lecture: Defining Games (good, successful, Concept Cubes, High Concept, Hook) Lab: Play Set |
Assignment Due: Game Review (final; 10 points). Exam 1 (25 points) Textbook: Chapter 3, Game Elements. |
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Lecture: Making an Industry Contact; Fundamental Game Design Philosophy (Conceptualizing, Vision v. Reality, The Two Great Rules of Game Design); The Human Element in Game Design Part I: Markets Lab: Play Apples to Apples and Lost Worlds |
Homework: Make an Industry Contact and get them to answer class survey questions. Due Week 7. Extra Credit: Arrange for a Guest Speaker to come in during Week 7. Textbook: Chapter 11, Development Phases. |
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Lecture: Why Make Games?; Think First, Then Do; Game Project Development Cycle; Who Does What in the Game Industry, Part 1 (Producers) |
Exam 2 (20 points) Textbook: Chapter 10, Roles & Responsibilities. |
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Lecture: Who Does What in the Game Industry, Part 2 (Everyone Else) Guest Speakers are invited |
Assignment Due: Industry Contact Survey (15 points). Homework: Investigate Atari Web Site; prepare 2 new game ideas for them (according to template). |
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Lab:
Combat in the “Arena of Ideas,” Round 1 Lecture: The Birth of a Notion, Part 1: (Processes for Creative Thinking: The Ten “Mental Locks”) |
Assignment Due: 2 new game ideas for Atari (10 points). Exam 3 (20 points) Homework: Devise 2 more game ideas for Atari. |
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Lab:
Combat in the “Arena of Ideas,” Round 2 Lecture: The Birth of a Notion, Part 2 (The Four Horsemen of Creativity); Pre-planning Documents (Vision Doc, Design Doc, Tech Design, Art Design, Testing Plan, Risks Plan) |
Assignment Due: 2 more game ideas for Atari (10 points). Homework: Devise any additional concepts for Atari (if necessary). Develop your best concept for Atari. Draft a Solo Pitch Presentation / Inception Document. Textbook: Chapter 2, Player Elements. |
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Lecture:
Sales &
Marketing
(general principles); Marketing Warfare; The Analog Game
Industry; |
Assignment Due: Bring draft of your Solo Pitch Presentation / Inception Document. Homework: Create final draft of your Solo Pitch Presentation / Inception Document. |
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Presentations: Each student stands in front of the class, gives their Solo Pitch Presentation for 2 minutes, and then answers questions for 2 minutes (25 points). Students grade each presentation (10 points) |
Assignment Due: Final draft of your Solo Pitch Presentation / Inception Document (15 points). Exam 4 (30 points) |