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1 6640 Introduction to Game 6640 Introduction to Game Spring 2013 Block Instructor Information Name: Carlotta Eaton Phone: (855) Pager: (202) Office Hours: 10:00 12:00 MW 11:00 12:00 TH Course Description This course is an introductory overview of the electronic game design and development processs and underlines the historical context, content creation strategies, and future trends in thee industry. The course will also explain how games are produced, tested and released. The gamee industry is the fastest growing segment of the entertainment market and an excellent field for career advancement. Create exciting games using the wildly popular free Game Maker game creation tool. Gamee Maker allows games to be created using a simple drag-and-drop interface, so you don t need too have any prior coding experience. This course covers a range of genres, including action, adventure, and puzzle games complete with professional quality sound effects and visuals. Alsoo includes game design theory and features practical examples of how this can be applied too making games that are more fun to play. Game Maker includes an optional programmingg language for adding advanced features to your games, when you feel ready to do so. Students will spend 2 to 3 days a week studying and using the online course materials and thee textbooks and the rest of the week working on the labs and creating games. Student work will be required outside of class time. A computer, Internet access and software will be required too complete this course. such as Game Maker will be required to create the computer games for assignments. such as Word and PowerPoint will be required to completee other course assignment ts. Available: Fall block, Spring block Course Syllabus Spring 2013 Block Carlotta Eaton Page 1

2 Prerequisites 6640 Introduction to Game Successful understanding of Office applications ncluding , browsing the web, Word and PowerPoint (required). Should be able to keyboard a minimumm of 35 words per minute. Basic understanding of logic concepts and completion of Algebra I. This course can be taken in 10 th, 11 th or 12 th grades. Course Texts and Materials Required Resource 1 Video Game Design Foundations textbook ISBN # REQUIRED Available in hard copy or online book. ISBN Publisher Info Goodheart Wilcox (800) Learn about the industry and jobs with this resource. w.com/video game design foundations The Game Maker s Apprentice Game Development for Beginners ebook Create 9 more games with this resource. REQUIRED Available in paperback or ebook. ISBN Apress (212) Introduction to Video Game Design Online book Create 6 games with this resource. OPTIONAL RESOURCE Available in Paperback or online book. ISBN w.com/introduction video game design 2012 Goodheart Wilcox (800) Required Resources 1 Game Maker Version 8 software 2 Office Word, PowerPoint, Excel 3 Pivot Stickman Download Lite version is free Download Windows Version or Mac Version Purchase Office Home & Student Edition. Version 2003 or higher required. Publisher Yoyo Games or Microsoft Pivot Animator 6640 Course Syllabus Spring 2013 Block Carlotta Eaton Page 2

3 Animator 4 Audacity Sound Recorder Open Source Course Content with Tentative Schedule Week Games with Game Maker Video Game Design Foundations Week 01 o Orientation o N/A o OOPS Pre-Test o Game Experience Survey o About Me Discussion Board o GamerMaker: Chapter 1 Welcome to Game Maker o Install GameMaker o Intro: Lesson 1 Game Maker Vocabulary Week 02 Lesson 2 Game Maker Basics Chapter 1 My Role on the Team GameMaker Scavenger Hunt o Chapter 1 Assignment Lesson 4 Understanding and Mapping Game o Chapter 1 Test Coordinates Coordinators Character Week 03 Game Maker: Chapter 2 Evil Clutches Game Chapter 2 Computerized Entertainment and Classification o Chapter 2 Assignment o Chapter 2 Test Week 04 Game Maker: Chapter 3 Galactic Mail Game Chapter 3 Evolution of the Game o Chapter 3 Assignment o Chapter 3 Test Week 05 Original Game #1 Slider/Scroller Game o N/A Week 06 Game Maker: Chapter 4 Lazarus Game Read Chapter 4 Perspective, Scene Design and Basic Animation o Chapter 4 Assignment o Chapter 4 Test Week 07 GameMaker: Chapter 5 Game Design GameMaker: Chapter 6 Super Rainbow Reef Game Chapter 5 Collision Theory and Logic o Chapter 5 Assignment o Chapter 5 Test Week 08 Game Maker: Chapter 7 Koalabr8 Game Chapter 6 Game Systems, Personal Computers and Hardware o Chapter 6 Assignment o Chapter 6 Test Semester 1 Grade Posted o N/A Week 09 GameMaker: Chapter 8 Game Design Level o N/A and Features Original Game #2 Project Week 10 Game Maker: Chapter 9 Wingman Sam Game Chapter 7 Play and Game Culture o Chapter 7 Assignment Chapter 7 Test Week 11 Game Maker: Chapter 10 Tank War Game Chapter 8 Reverse Engineering and Professional Reviews 6640 Course Syllabus Spring 2013 Block Carlotta Eaton Page 3

4 o Chapter 8 Assignment Chapter 8 Test Week 12 Game Maker: Chapter 11 Game Design o N/A Balance in Muliplayer Games Original Game #3 Week 13 Game Maker: Chapter 12 GML Become a Chapter 9 Large-Scale Design Process Programmer o Chapter 9 Assignment Chapter 9 Test Week 14 Game Maker: Chapter 13 Tic-Tac-Toe Game Read Chapter 10 Global Economy and Supply Chain o Chapter 10 Assignment Chapter 10 Test Week 15 Game Maker: Chapter 14 Pyramid Panic N/A Week 16 Final Game Project Design Document N/A Week 17 Final Exam Game Project Start N/A Week 18 Final Exam Game Project End N/A Learning Objectives Students will be provided the opportunity to develop knowledge and skills in the following areas Discuss the history of electronic game development. Distinguish between the different game platforms and genres. Define elements related to game strategy, theory and gameplay. Identify the distinct roles and responsibilities of members of the game development team. Analysze and develop game concepts and proposals. Apply story and character development to games. Evaluate the game industry and market. Create 2D electronic games from scratch using GameMaker o Games will include sprites, objects, levels, backgrounds, sound effects and background music. o Use planning techniques to design a game. o Learn and utilize object oriented programming concepts and techniques such as objects, actions, events, inheritance, classes, instances, polymorphism, and encapsulation. o Design, code, and test your GameMaker programs to create your planned games. Use Algorithmic procedures o Define the problem o Determine alternative solutions to problems o Create an algorithm to solve a problem. Development Life Cycle for Object-Oriented Programming o List the steps for developing a program o Design a program or digitial game o Code the program from a design, algorithm, flowchart or pseudocode using a programming language o Run and test the program Course Syllabus Spring 2013 Block Carlotta Eaton Page 4

5 o Debug the program. o Document the program. o Explain how the program would be maintained. Develop programming applications o Identify and use correct syntax of a programming language o Create an application user interface o Code a program that will produce correct outcomes consistent with requirements and design o Code an application that uses arithmetic operations and built-in functions, procedures or actions o Write a program that uses variables and constants o Write a program that accepts user input. o Write a modular program that uses functions or methods. o Write a program that uses conditional structures. o Write a program that uses looping structures. o Code a program to display graphics. o Code a program to animate objects. o Design and code an object-oriented program. Using Internet and Design o Use and document electronic resources and references in the development of a programming application. Develop employability skills o Identify careers in the programming field and game industry. o Describe ways that programming can be used in business, industry and education. o Create or update a resume. o Describe basic employment activities ( applying for a job, participating in a mock interview, create an interview follow-up letter, resigning from a position, participating in exit interviews, and evaluating self-performance. o Search the web and other sources for job opportunities. o Assemble a professional game programming portfolio that contains representative samples of a student's work o Deliver an oral presentation of a game project o Identify potential employment barriers for nontraditional groups and ways to overcome the barriers. Course Evaluation Virtual Virginia sends only numerical grades. The letter grade will be determined by the student s home school. Exercises, assignments and exams will be used to evaluate this course according to the following schedule: 30% = Exams and Quizzes (Quizzes) 30% = Game Programming Assignments (Performance) 30% = Exercises and Assignments (Participation) 10% = Final Game Project (Final Exam) 6640 Course Syllabus Spring 2013 Block Carlotta Eaton Page 5

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