PROJECT II-A(LECTURE IN ENGLISH)

  1. Course Description
    This project is divided into two semesters during which students design and implement a 2D scrolling game engine. Similar to Project I, they start by writing a Game Design Document and a Technical Design Document. Along with creating a scrolling engine, students will also explore multiplayer functionality within conventional games, sound, and music as it affects game design for a multiplayer environment. Additionally, students will explore basic enemy programming and level design while learning to work in a team environment.
  2. Course Objectives
    In this course, students will explore multiple aspects of game development, with outcomes in the following areas: Working on a team. Use of specific techniques related to how to structure team roles, how to communicate and coordinate with others, how to handle disagreements and conflict, and how to publicly present the work of the team.
 Development process. Use of specific techniques related to how to do effective pre-production, how to scope projects effectively, how to plan milestones, how to prioritize tasks, and how to handle setbacks and disruptions to plans.
 Best practices. Each student will perform multiple best practices, such as research, A-B testing, playtesting, documentation, source control, persona creation, UI wire-framing, design patterns, automated testing, data tracking, build automation, build verification testing, unit testing, formal code reviews, cross-platform development, etc.
 Core discipline work. Each student will perform core work in one or more areas related to their discipline, such as code architecture, 2D rendering and animation, 2D VFX and particle systems, UI implementation, 2D physics, pattern movement, audio playback, system design, component design, 2D spatial design, interface design, narrative design, etc.
  3. Teachnig Method
    Cheating, or academic dishonesty in any form, will not be tolerated in this course. Penalties for cheating may include receiving a zero on an assignment, or a failing grade in the course, or even expulsion from DigiPen. Note that in a team project class, working directly with your teammates, or even with other teams, is not cheating (and is highly encouraged). However, each student is required to accurately inform the instructors of the exact work they personally did on the project—any deception is cheating and will be punished harshly.
  4. Textbook
  5. Assessment
  6. Requiments
    GAM150, CS170, CS230 or GAT 210, and MAT 100 or MAT 140
  7. Practical application of the course
    In this course, students will explore multiple aspects of game development, with outcomes in the following areas: Working on a team. Use of specific techniques related to how to structure team roles, how to communicate and coordinate with others, how to handle disagreements and conflict, and how to publicly present the work of the team.
 Development process. Use of specific techniques related to how to do effective pre-production, how to scope projects effectively, how to plan milestones, how to prioritize tasks, and how to handle setbacks and disruptions to plans.
 Best practices. Each student will perform multiple best practices, such as research, A-B testing, playtesting, documentation, source control, persona creation, UI wire-framing, design patterns, automated testing, data tracking, build automation, build verification testing, unit testing, formal code reviews, cross-platform development, etc.
 Core discipline work. Each student will perform core work in one or more areas related to their discipline, such as code architecture, 2D rendering and animation, 2D VFX and particle systems, UI implementation, 2D physics, pattern movement, audio playback, system design, component design, 2D spatial design, interface design, narrative design, etc.
  8. Reference