BAA 3D Game Design 12



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BAA 3D Game Design 12 District Name: Coquitlam District Number: 43 Developed by: Mike Schoenhals, Lisa Mulzet, & Jodey Udell Date Developed: March 1 st, 2012 School Name: Heritage Woods Secondary, Centennial Secondary, Gleneagle Secondary Principal s Name: Mr. Ken Cober Board/Authority Approval Date: Board/Authority Signature: Course Name: 3D Game Design 12 Grade Level of Course: Grade 12 Number of Course Credits: 4 credits Number of Hours of Instruction: 100 hours Prerequisite(s): None. It would be advantageous for students to have a background in 3D design, digital arts, and programming. Special Training, Facilities or Equipment Required: A computer lab with software for both 3D modelling and game design is required. The instructor should have training with a 3D modelling software package and a compatible 3D Game Design platform.

Course Synopsis: 3D Game Design is a how to course designed to teach the fundamental philosophies of game design and apply them in a hands-on manner using a step-by-step process. For students, the majority of their class time in this course will be dedicated to the applied creation of their own working 3D game. Rationale: 3D Game Design and its various related fields of work are viable occupations for students in BC. A course like this gives students an experience in this field prior to committing to a post-secondary program. With the emergence of free and inexpensive software tools, schools can offer this course in a budget conscious manner. Organizational Structure: Unit/Topic Title Time Unit 1 Introduction to 3D Game Design & Planning 10 Hours Unit 2 Modelling for Game Design 20 Hours Unit 3 Colour and Texture for 3D Models 10 Hours Unit 4 Rigging Models 5 Hours Unit 5 Animation for 3D Game Sprites 10 Hours Unit 6 Level Design 30 Hours Unit 7 Introduction to Scripting & Programming 10 Hours Unit 8 Testing and Publishing a 3D Game 5 Hours Total Hours 100 Hours Unit/Topic/Module Descriptions: Unit 1: Introduction To 3D Game Design & Planning (10 hours) 1. 3D Game Design snapshot Students. a. Describe the overall process and workflow of 3D Game Design 2. The History of Video Games Students will a. Demonstrate the timeline and progression of video game development and design 3. Careers in 3D Game Design Students will a. Describe a career of interest in 3D Game Design i. skills necessary ii. job markets iii. working conditions 4. Creating A Game Concept Students will a. Identify and discuss the elements of a great game

b. Design and pitch their own game concept to the class 5. Introduction to the Game Design Document Students will: i. Describe various games to see how story is conveyed ii. Demonstrate proficiency in game story development through a Game Design Document iii. Describe a game world and how it will be developed iv. Create non-linear game design through the creation of flow charts or mind maps Unit 2: Modelling For 3D Game Design (20 Hours) 1. Character Design i. Develop strategies of design that lend to good character persona for animation ii. Create a Traits Triangle for character s personalities iii. Express the importance of effective character design iv. Create memorable game characters that meet criteria for: memorability and appeal v. Indentify and apply basic strategies to create dynamic 3D models with low polygon counts vi. Create character rotoscopes and use them in game character creation 2. Game Props i. Demonstrate a thorough knowledge of compositional models using both 2D and 3D strategies ii. Develop game props that support the theme of a game design Unit 3: Character/Model Unwrap and Texturing (10 Hours) 1. Unwrapping Process i. Plan a character texture map to utilize differing needs for character detail ii. Prepare a model for texturing through the unwrapping process 2. Colour and Texture for 3D Models i. Develop texture strategies that economize and reflect appeal in character development ii. Create basic and complex colours and textures for models Unit 4: Character and Model Rigs (5 Hours) 1. Creating bones i. Learn how to assign model mesh to a bone for animation ii. Create a naming convention for bone structures 2. Model Rigs i. Prepare a 3D model for basic animation by creating a standard bone rig

Unit 5: Animation for 3D Game Sprites (10 Hours) 1. Principles of animation i. Identify and describe the Principles of Animation noting their importance ii. Identify each of the Principles of Animation and how they apply to 3D Game Design iii. Comprehend the timeline of animation 2. Process of animation i. Demonstrate a proficiency in the process of animation ii. Export animation in formats appropriate for a final product iii. Create specific actions for characters as needed in a game design document Unit 6: Level Design (30 Hours) 1. Interior Design i. Produce rooms for a specific environment ii. Connect rooms via doors, elevators and portal devices 2. Textures i. Apply wad based textures for efficiency ii. Create a texture and add it to an existing wad 3. Lighting i. Discuss how light affects the mood of an environment ii. Recognize how light changes depending on its source (ambient, klieg and sunlight) iii. Use various lighting schemes for effect 4. Camera Control i. Describe various ways camera control can be used in game design ii. Apply a camera setup to a game environment 5. Particle/Visual Effects i. Describe the use of particle systems to create atmospheric and visual effects ii. Plan and utilize a particle system in a game 6. Sound Design i. Describe the effect soundscape has on game play ii. Manage and create sound effects, dialogue and music for game play

7. Motion Control i. Describe options for controlling user interaction with the game avatar ii. Apply motion controls to both user controlled and computer controlled sprites that affect: Collision detection Waypoints & pathing Triggers 8. Exterior Environments i. Produce an environment that reflects an outdoor appearance ii. Create and use texture maps for atmospheric purposes 9. GUI Interfaces i. Identify and describe the purpose of a GUI and HUD panels ii. Develop a custom GUI or HUD for a game design Unit 7: Introduction to Scripting and Programming (10 Hours) Note: this unit is taught so that students can manipulate code rather than create it. 3D Game Engines are difficult to start from scratch and very time consuming. Many companies in the 3D game industry purchase ready-made 3D game engines that only require code manipulation. 1. Introduction To Scripting i. Identify the main structures and logic of code ii. Annotate code iii. Identify and describe the process of debugging iv. Manipulate and modify code Unit 8: Beta Testing and Publishing a 3D Game (5 Hours) 1. Game Balance i. Identify the stages of a software release life cycle ii. Evaluate a game for its user readiness iii. Play-test a game for difficulty and gaming experience iv. Adjust a game according to feedback of game balance testing 2. Publishing i. Publish a game to a specific format

Instructional Component: The learning outcomes will be achieved through... Instructor Demonstrations: Students will be introduced to major concepts through demonstrations. Students will first see a practical application of the concept (examples), watch a demonstration of the concept applied, and then practice the application on their own. Practice: As this course will be taught through the creation of a game as a final project, students will learn through exploration and application of their work on their individual games. Analysis: Examples will be used throughout the course to provide students with the opportunity to evaluate and analyze games for their effectiveness in course concepts. Students will also game test each other s work and provide feedback on game play. Research: Although major concepts will be introduced by the instructor, game development has a wide online community that can be utilized to expand and further explore game design. The instructor will highlight online resources that students can use as a starting point for further exploration of game design. Class Discussions will be used to introduce topics. Students will be encouraged to evaluate the importance of the topic to good game design and the factors that lead to successful application. Assessment Component: Effective formative assessment via: o Clearly articulated and understood learning intentions and success criteria o Questions posed by students, peers and teachers to move learning forward Discussions and dialogue o Feedback that is timely, clear and involves a plan o Students are resources for themselves and others peer and self-assessment o Student ownership Formative assessment used to adapt learning experiences and inquiry plans on an on-going basis to meet specific learning goals. Development, awareness and action, based upon metacognition intended to lead to learner independence and self-coaching. Summative Assessment: Summative assessments will be determined as students demonstrate proficiency/mastery toward particular learning outcomes. Summative assessments and final grades will reflect the following: Students will work collaboratively with the teacher to determine summative achievement on assignments and letter grades based upon dialogue, and evidence of learning Behaviour and work habits will NOT be included when determining letter grades Marks will not be deducted for late work Extra credit and bonus marks will not be awarded Plagiarizing will not result in reduced marks/grades the student will be required to demonstrate their learning authentically Attendance will not be considered toward letter grade Only individual learning demonstrated no group marks will be used to determine grades Letter grades will reflect learning towards the learning outcomes articulated above Letter grades will be based upon criteria provided/agreed upon toward the learning outcomes Letter grades will be determined in relation to the learning outcomes not in comparison to the achievement of other students Poor work will not be assessed towards grades students will only be assessed on quality work Professional judgment and evidence will be used to determine final letter grade in consultation with the student Zeros will not be assigned to missed assignments all required assignments must be completed Formative or practice towards learning outcomes will not be included in final grade assessment Most recent evidence toward learning outcomes will be used to assign letter grades learning is not averaged over time

Learning Resources: Student Textbook: N/A Software Resources: The following 3D Modelling and Animation packages have been tested and work for this course: Blender: A free program available online. www.blender.org/ Animation Master by Hash Inc: Affordable licensing for schools. www.hash.com Maya: very specific hardware requirements and expensive licensing but it does offer a free student version. www.autodesk.com/maya/ 3D Studio Max: expensive licensing but there is a 30 day free trial. www.autodesk.com/3ds-max/ The following 3D Game Design software could be used: Game Studio: an affordable 3D game design software suite with templates for game creation. A free student version is available. www.3dgamestudio.com/ Unreal Game Engine: very powerful 3D environment software but expensive licensing. A student version is available. www.unrealengine.com/ Teacher Resources: The Official Guide To 3D Gamestudio By: Michael Duggan Publisher: Thomson Course Technology Pub. Date: 2007 ISBN-10: 1-59863-362-7 ISBN-13: 978-159863-362-7 Animation: Master A Complete Guide By: David Rogers Publisher: Nelson Education Ltd. Pub. Date: May 25, 2006 ISBN-10: 1584504757 ISNN-13: 978-1584504757 Beginning Blender: Open Source 3D Modeling, Animation, and Game Design By: Lance Flavell Publisher: Apress Pub. Date: November 30, 2010 Print ISBN: 978-1-4302-3126-4 Web ISBN: 1-4302-3126-2 Pages in Print Edition: 446 Introducing Character Animation with Blender By: Tony Mullen Publisher: Sybex Pub. Date: February 22, 2010 Print ISBN: 978-0-470-42737-8 Web ISBN: 0-470427-37-X Pages in Print Edition: 480

Animating with Blender: How to Create Short Animations from Start to Finish By: Roland Hess Publisher: Focal Press Pub. Date: September 26, 2008 Print ISBN-10: 0-240-81079-1 Print ISBN-13: 978-0-240-81079-9 Web ISBN-10: 0-08-092811-0 Web ISBN-13: 978-0-08-092811-1 Pages in Print Edition: 368 Beginning Blender: Bounce, Tumble, and Splash! By: Tony Mullen Publisher: Wiley Publishing, Inc., Indianapolis, Indiana Pub. Date: June 30, 2008 ISBN-13: 978-0470192801 Additional Information: Optional curriculum topics may include: Shaders and bump maps Custom scripting programming behaviours Multiplayer options Animated cut-scenes CD labels, manuals, boxes, and websites for expansion of publishing unit

Example Rubrics: 3D MODELING EVALUATION RUBRIC Criteria Beginner (1 or 2) Developing (3) Accomplished (4) Exemplary (5) Shape (artistic) Technique (technical) Textures & Colour Game Ready Little evidence of form creation, model has little to no symmetry. Obvious defects. Model contains open patches and/or dangling control points, reliance on 3 point patches, creases throughout the model. Obvious areas where model needs to have colour but does not contain it. No skeleton or bones present, little attention to properly modeling for animation. No export. Forms created with varying success. Symmetry of model may vary. Model contains few creases, most of the splines well spaced with varying success in design. Evidence of preplanning process. Proper use of groupings for ease of colouring and editing. Model fully coloured but may be somewhat simplified. Skeleton present with few errors. Export included. Model parts are proportional to the whole, forms look correct at all angles, model is properly balanced and shows a good use of emphasis (if applicable). Splines follow definable paths, no evidence of creasing, model limits the number of splines used to cut down on complexity. Good use of colour implying intent of model design (imitationalism, formalism, emotionalism). Use of variety of strategies (ie: materials, surface colour, decals). Joints properly constructed to allow for bend (3 cross sections), basic actions present. No inverted normals leading to holes in the model. Model has excellent visual impact, resulting in a model that is inviting and pleasing to the eye. Superb results with low density mesh. Patch count limited to roughly under 500. The use of 5 point patches evident. Use of value gradations, textures appear tactile (real to the touch). Texture is well organized and could be easily used to create more models based on original design. Model contains cp weights. Real efficiency with both design and low memory requirement.

Game Project Evaluation Criteria Game Design Document Layout Background Art Character Sprites Sprite Animation Story Development Game Mechanics and sound Playability Presentation Design Interface Beginner (1 to 2) Partially completed, wrong responses Partially completed backgrounds, some missing Limited number of sprites, ineffectual design Many sprites are unanimated Little story development Obvious flaws that demonstrate a lack of attention to detail, lack of sound Lack of testing evident, game too hard/easy or too short Game burned on CD Very little thought evident in user interface Developing (3) Fully completed, some responses incorrect All Layouts present, limited design elements present A complete list of sprites with varied success Limited scope of animation Story present with limited scope Game runs relatively well, sound track included Game balance evident Game burned on CD, CD cover with game art included Interface present with varying success Accomplished (4) Fully completed, correct responses All Layouts follow the elements of design All sprites demonstrate an understanding of sprite creation and add to the flavour of the game. Use of bounding colours and emphasis evident. All sprites are properly animated with visual cues to their actions A rich story development that is both intriguing and imaginative, all necessary game screens included No real flaws, creative use of scripts evident, good sound track Balanced game with creative approach to winning. In game instructions explaining basic movement and elements of game play. Game burned on CD, CD cover with game art included. Internet ready. A straight forward interface, user friendly Exemplary (5) Fully completed, correct responses with well documented Flow Charts All Layouts follow the elements of design, they create a real mood to the game Outstanding Sprite creation demonstrating artistic talent Sprite animation demonstrate many of the principles of animation A rich story development that is both intriguing and imaginative, a game booklet is present with final project Project demonstrates a real ingenuity of creative thinking in use of scripts, score, and cast, great sound track A game that keeps the user engaged throughout the session. All areas complete and present new obstacles to overcome. Game burned on CD, CD cover with game art included, game comes with its own box! Internet ready. A creative interface meshing well with game play area and a visual cohesive design.