PROJECT INTRODUCTION(LECTURE IN ENGLISH)

  1. Course Description
    This class presents an overview of the way the game development industry works and a history of game development. It will expose students to the positions and job responsibilities that each member of a game development team has along with the industry requirements for the creation of a game design document (GDD) and a technical design document (TDD). Over the course of the semester, the instructor will organize students into teams responsible for designing and developing text-based games, complete with a functional GDD and TDD, schedule, and milestones. Additionally, each student will create individual games using the ProjectFUN game development environment created by DigiPen. Games created via ProjectFUN will be graphical in nature, serving to enhance the student’s retention of C/C++ coding techniques and math functions taught in the first semester CS and MAT classes.
  2. Course Objectives
    In this class, students will be introduced to game development, with outcomes in the following areas: Development: Students will demonstrate basic knowledge of how to create a simple game in a pre-existing engine, becoming familiar with simple movement, basic physics, sprite animation, sounds, and basic game logic. Production: Examining the game production process, including pitches, concepts, design documents, scheduling, milestones, testing, and team roles. Analysis: Analyzing games and exposure to the history of video games, genres, and platforms Marketing: Understanding basic game marketing, target audiences, age/gender issues (including ratings systems), and ethics for game development
  3. Teachnig Method
    During lectures, all electronic devices must be turned OFF. This includes cell phones, pagers, PDAs, game consoles, digital cameras, laptop computers, or any other device that can turn your attention away. The use of electronic devices for the sole purpose of taking notes during lecture requires written permission from the instructor. If you absolutely must have a cell phone on for an emergency situation, then you must clear it with the instructor BEFORE class begins. In addition to showing up for class on time, other student responsibilities include proper behavior during class, learning the material, completing assignments correctly, submitting assignments properly and on time, and participating in class by asking or answering questions during the lectures. Finally, all students are required to bring to class a writing instrument and papers to take notes, answer questions posed during lectures, and perform other tasks. Open food and drinks are not to be brought to class and they are banned from all labs.
  4. Textbook
  5. Assessment
  6. Requiments
    There are no prerequisites for this course. In order to take GAM150, you must pass GAM 100 and CS 120 with a grade of C or better. If you do not pass these classes, you will not be able to continue with your project unless you are officially given an incomplete (which is difficult to get).
  7. Practical application of the course
    In this class, students will be introduced to game development, with outcomes in the following areas: Development: Students will demonstrate basic knowledge of how to create a simple game in a pre-existing engine, becoming familiar with simple movement, basic physics, sprite animation, sounds, and basic game logic. Production: Examining the game production process, including pitches, concepts, design documents, scheduling, milestones, testing, and team roles. Analysis: Analyzing games and exposure to the history of video games, genres, and platforms Marketing: Understanding basic game marketing, target audiences, age/gender issues (including ratings systems), and ethics for game development
  8. Reference