ࡱ> ?A>a bjbj B/AbAb >>>>>8$<R%%$$$$$$$$&y)$>$>>$B!B!B!^>>$B!$B!B!|##CoJxrL#$$0%%#,*B*##*>#0"B!3$$ B%%* B :  GROSSMONT COLLEGE Official Course Outline COMPUTER SCIENCE INFORMATION SYSTEMS 160 INTRODUCTION TO VIDEO GAME DEVELOPMENT 1. Course Number Course Title Semester Units Semester Hours CSIS 160 Introduction to Video 3 3 hours lecture Game Development 96-108 outside-of-class hours 144-162 total hours 2. Course Prerequisites None. Corequisite None Recommended Preparation A C grade or higher or Pass in CSIS 110 or 105 or equivalent. 3. Catalog Description This course provides an introduction to the theory and practice of video game design and development. Students will survey the historical, technological, business, social and psychological aspects of the video gaming industry; analyze popular PC, handheld, and console games; understand the roles of the development team members; and design and create their own game using an existing game engine. 4. Course Objectives The student will: a. Distinguish the major styles of computer and console games. b. Explore the history of the video gaming industry. c. Differentiate the various roles of members of a video game development team. d. Analyze and explore the detailed responsibilities of the game designer. e. Identify games by genre and platform f. Explore the game development process. g. Analyze game playability and suitability to various audiences. h. Compose concept documents and write a game proposal. i. Evaluate the positive and negative influences of video games in our society. 5. Instructional Facilities Standard classroom 6. Special Materials Required of Student Electronic storage media. 7. Course Content a. Career paths in PC, handheld, and console gaming. b. History of video gaming industry. c. What makes games fun to play. d. Game genres. e. Current game platforms, and how they differ. f. The design process. COMPUTER SCIENCE INFORMATION SYSTEMS 160 INTRODUCTION TO VIDEO GAME DEVELOPMENT page 2 7. Course Content continued g. Social responsibility in video game development. h. Game play analysis. i. Design and proposal documentation. j. The production cycle. k. Interface design. l. Video for cut scenes. m. Audio for games. n. Charts and tables to drive game play. o. Designer tools: map editors, scripting languages, databases. p. Structure and interaction of the design team. q. Role of the designer. r. Role of the production manager. s. Role of the programmers and software engineers. t. Role of the graphic artists, sound designer and composer. u. Finishing and shipping a game. v. Financing a game. w. Getting a job in the industry. 8. Method of Instruction a. Lecture. b. Demonstration. 9. Methods of Evaluating Student Performance a. Quizzes. b. Objective examination including a written final examination. c. Individual and group projects. d. Participate in a team project to design and develop a simple game using an existing game engine. 10. Outside Class Assignments a. Read and study textbook, websites, technical manuals and instructor handouts. b. Prepare projects demonstrating basic proficiency in game design, review, analysis, and development. c. Evaluate online materials regarding modern trends and techniques as well as recent software enhancements. 11. Texts a. Required Text(s): Macklin, Colleen. Games, Design and Play: A Detailed Approach to Iterative Game Design. London, UK: Addison-Wesley Professional, 2016. b. Supplementary texts and workbooks: None. Addendum: Student Learning Outcomes Upon completion of this course, our students will be able to do the following: Demonstrate the ability to develop both game ideas and concepts by developing a game concept document and composing the resultant game proposal utilizing industry standards. Analyze game playability and suitability to various audiences. Understand the various roles of the members of the video game development team. 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