Digital Gaming and Simulation Course Syllabus Design and Creation of Games GAME 1306

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Digital Gaming and Simulation Course Syllabus Design and Creation of Games GAME 1306 Semester with Course Reference Number (CRN) Instructor contact information (phone number and email address) Office Location and Hours Course Location/Times Spring 2012 CRN: 82552 Reni Abraham Telephone: (713) 718 2067 Email: reni.abraham@hccs.edu (preferred contact method) Office Location: West Loop Campus, C256 Office Hours: Mon. 11:00am 1:00pm., Tue. and Thur. 12:00 noon-1:00pm West Loop C125, Tue. & Thu. 9:00am 11:50am. Course Semester Credit Hours (SCH) (lecture, lab) If applicable Credit Hours: 3 Lecture Hours: 2 Laboratory Hours: 4 External Hours: 0 Total Course Contact Hours Course Length (number of weeks) Type of Instruction Course Description: 96.00 16 weeks Lecture/Lab Introduction to game and simulation development. Includes analysis of existing applications and creation of a game using an existing game engine. In-depth coverage of the essential elements of game design. Also covers an overview of cultural history of electronic games, survey of the major innovators, and examination of the trends and taboos that motivate game design. Course Prerequisite(s) Academic Discipline/CTE Program Student Learning Outcomes (PSLO) MATH 0306 (Basic Math Pre-Algebra) Departmental approval GUST 0341 (7th -9th Grade Reading) ENGL 0310 or 0349 1. Prepare a design document for a solo game 2. Develop a game or simulation based on the solo design documentation 3. Jointly develop the design documentation for a team project 4. Develop a game or simulation based on the team design documentation

Course Student Learning Outcomes (SLO) 1. Summarize the evolution of the electronic game industry. 2. Explain essential game and simulation elements. 3. Evaluate the strengths and limitations of game and simulation systems 4. Identify programmatic and graphical elements of a game and or simulation development system 5. Develop documentation (pitch and concept) and create a simple game or simulation. Learning Objectives SCANS and/or Core Curriculum Competencies: If applicable Instructional Methods Summarize the evolution of the electronic game industry. Learn about the history of games from an analytical point of view. Explain essential game and simulation elements. Analyze existing and future games to understand what constitutes a game. Evaluate the strengths and limitations of game and simulation systems Analyze existing games and simulations to understand capabilities, requirements, and limitations of games and simulations. Identify programmatic and graphical elements of a game and or simulation development system Learn a simple game engine to understand the programmatical and graphical elements of a game or simulation. Develop documentation (pitch and concept) and create a simple game or simulation. Conceive, document, and create an original video game or simulation Summarize the evolution of the electronic game industry. Foundation Skills - Basic Listening &Speaking Foundation Skills - Thinking Creative, Problem Solving, & Reasoning Explain essential game and simulation elements. Workplace Competencies - Information -Interprets & Communicates Evaluate the strengths and limitations of game and simulation systems Workplace Competencies - Information -Acquires & Evaluates Identify programmatic and graphical elements of a game and or simulation development system Workplace Competencies - Information -Uses Computers to Process Workplace Competencies - Technology -Selects Technology Develop documentation (pitch and concept) and create a simple game or simulation. Workplace Competencies - Interpersonal -Participates as Team Member Workplace Competencies - Interpersonal -Exercises Leadership Workplace Competencies - Interpersonal -Negotiates to Arrive at a Decision Workplace Competencies - Interpersonal -Works with Cultural Diversity Workplace Competencies - Technology -Applies Technology to Task Face to Face Page 2

Student Assignments Student Assessment(s) Instructor's Requirements Summarize the evolution of the electronic game industry. Discussions, Papers, Presentations, Homework Exercises, Readings Explain essential game and simulation elements. Discussions, Papers, Presentations, Homework Exercises, Readings Evaluate the strengths and limitations of game and simulation systems Discussions, Papers, Presentations, Homework Exercises, Readings Identify programmatic and graphical elements of a game and or simulation development system Discussions, Lab Exercises, Homework Exercises, Readings Develop documentation (pitch and concept) and create a simple game or simulation. Papers, Presentations, Projects, Lab Exercises, Homework Exercise Summarize the evolution of the electronic game industry. Various assigned readings from textbooks Quizzes/Tests which may include: definitions, matching, multiple choice, true/false, short answer, brief essay Explain essential game and simulation elements. Various assigned readings from textbooks Quizzes/Tests which may include: definitions, matching, multiple choice, true/false, short answer, brief essay Evaluate the strengths and limitations of game and simulation systems Quizzes/Tests which may include: definitions, matching, multiple choice, true/false, short answer, brief essay Identify programmatic and graphical elements of a game and or simulation development system Various assigned readings from textbooks Develop documentation (pitch and concept) and create a simple game or simulation. Group and/or individual projects NO late work will be accepted. ZERO tolerance. Program/Discipline Requirements: If applicable Students will be expected to develop an original concept for their Solo game. Students are expected to be on time for class. If a student is absent for any reason, it is the student s responsibility to find out what was covered in class. Students will be expected to develop games and simulations using different software. A lot of self-motivation and enthusiasm is needed to complete the Page 3

work. Students are not expected to buy their own software. The open lab has all the software needed for the students to complete the work. It is the responsibility of the students to use class time wisely and if work is not completed they are expected to go to open lab and complete the work. TURN OFF cell phones. Students caught using cell phones WILL lose class participation points. NO surfing the web unless for class work. Students caught surfing the web WILL lose class participation points. Students will be expected to turn in all work with profession quality. Students will be expected to be self-motivated and enthusiastic about the work to be completed. Students will be expected to be encouraging and professional at all times. Students will be expected to be in professional attire for all presentations. Students are expected to respect constructive comments from peers HCC Grading Scale: A = 100-90 4 points per semester hour B = 89-80: 3 points per semester hour C = 79-70: 2 points per semester hour D = 69-60: 1 point per semester hour 59 and below = F 0 points per semester hour FX (Failure due to non-attendance) 0 points per semester hour IP (In Progress) 0 points per semester hour W (Withdrawn) 0 points per semester hour I (Incomplete) 0 points per semester hour AUD (Audit) 0 points per semester hour IP (In Progress) is given only in certain developmental courses. The student must re-enroll to receive credit. COM (Completed) is given in non-credit and continuing education courses. To compute grade point average (GPA), divide the total grade points by the total number of semester hours attempted. The grades "IP," "COM" and "I" do not affect GPA. Percent Item Instructor Grading Criteria 30% Quizzes: Eagle Online Homework Assignments & Participation (one point for each day of attendance 20% MINUS deductions of participation points) 20% Solo Project 20% Team Project 10% Pitching and Marketing Page 4

100% Total Instructional Materials Textbook: Fundamentals of Game Development (Chandler & Chandler) ISBN: 978-0-7637-7895-8 Two presentation folders with a clear front and holder for a CD External Storage: Flash or Portable (preferred) Drive At least 2 writable CD/DVD HCC Policy Statement: Access Student Services Policies on their Web site: http://hccs.edu/student-rights EGLS3 -- Evaluation for Greater Learning Student Survey System At Houston Community College, professors believe that thoughtful student feedback is necessary to improve teaching and learning. During a designated time near the end of the term, you will be asked to answer a short online survey of research-based questions related to instruction. The anonymous results of the survey will be made available to your professors and department chairs for continual improvement of instruction. Look for the survey as part of the Houston Community College Student System online near the end of the term. Distance Education and/or Continuing Education Policies Access DE Policies on their Web site: Access CE Policies on their Web site: http://de.hccs.edu/distance_ed/de_home/faculty_resources/pdfs/de_syllabus.pdf http://hccs.edu/ce-student-guidelines Page 5

HCC 16-week Calendar Page 6

Final Exam Schedule Page 7

Tentative Calendar Students are expected to complete the weekly chapter reading before coming to class. There will be a quiz over each chapter in Eagle Online. The quizzes will be open from Thursday 12noon through Monday midnight. WEEK TOPIC CHAPTER - READING 1 Jan.17, 19 Introduction Games History Ch. 1: What is a Game? 2 Jan. 24, 26 Game Industry Ch. 2: The Game Industry 3 Jan. 31, Feb. 2 Job Functions and Team Setup 4 Feb. 7, 9 Production Setup 5 Feb. 14, 16 Concept Ch. 3: Roles on the Team Ch. 4: Teams Ch. 5: Effective Communication Ch. 6: Game Production Overview Ch. 7: Game Concept Ch. 8: Characters, Setting, and Story 6 Feb. 21, 23 Introduction to Game Maker 7 Feb. 28, Mar. 1 Solo: Design Draft 8 Mar. 6, 8 Solo: Splash & Intro Screen Mar. 13, 15 Spring Break No Class 9 Mar. 20, 22 Develop Timeline Ch. 9: Game Requirements 10 Mar. 27, 29 Develop Budget Ch. 10: Game Plan 11 Apr. 3, 5 Team: Design Draft Ch. 11: Production Cycle 12 Apr. 10, 12 Team: Splash, Intro, Ending Screens Ch. 12: Voiceover and Music 13 Apr. 17, 19 Team: Development Ch. 13: Localization 14 Apr. 24, 26 15 May 1, 3 Team: Development Peer Testing Team: Development Bug Fixing Ch. 14: Testing and Code Releasing Ch. 15: Marketing and Public Relations 16 May 8 Marketing: Presentations Page 8