New York City College of Technology The City University of New York. Department of Communication Design. COMD 3708 Game Design Concepts II



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New York City College of Technology The City University of New York Department of Communication Design Course Description This course is designed to apply game design theory (MDA), learned in the previous course, to the development of interactive video Students will explore basic programming concepts, scripting techniques, and drag n drop configurable scripting to create game dynamics. Students will use a simple 2D game engine, such as Maker, to design and develop video Students will publish video games in mobile and web formats such as: ios, Android and HTML5. 2 cl hr, 2 lab hrs, 3 cr Prerequisites COMD 3508 or COMD 3540 Course Objectives INSTRUCTIONAL OBJECTIVES ASSESSMENT WEEKS APPLIED For the successful completion of this Evaluation methods and course, students should be able to: criteria Describe basic principles of scripting such as: functions, Apply scripting principles and GUI based tools to create user interaction features in video Apply MDA: Mechanics, Dynamics & Aesthetics design techniques to simple laboratory exercises and a graded written exam. laboratory exercises and projects. 2-7 1 7, 9 10, 13 15 7 15 1

video games such as a Maze, Platformer, and Shooter creation of written "pitch", design documents and projects. Create paper prototypes to specify game dynamics and mechanics. Evaluate effectiveness of game design concepts through observation of user interaction with prototypes of game concepts. Design and develop graphics for 2D Incorporate graphics into a 2D digital game engine such as Maker game concept through published media file. Publish a video game to an executable file or web page, such as HTML5 format. creation of paper prototypes. conducting user testing and writing reports on findings. creation of digital graphic assets to design specification. creation of functional video creation of functional video creation of functional video 8, 12 8, 12 8, 9, 12, 13 1 7, 9 10, 13-15 8 15 10, 14 General Education Outcomes General Education Outcome covered: Listening: The student will demonstrate the ability to discern pertinent information from irrelevant information. Speaking: The student will demonstrate the ability to articulate himself using How the outcome is covered: Students will be able to create assignments and projects from oral instruction. Students will be able to evaluate the success of their own work, and other 2

relevant industry- specific language The student will demonstrate the ability to evaluate strengths and relevance of arguments on a particular issue. The student will demonstrate the ability to determine whether certain conclusions or consequences are supported by the information provided. The student will demonstrate the ability to work in teams, including people from a variety of backgrounds, and build consensus. student work, through critiques. Students will be able to evaluate the success of their own work, and other student work, through critiques. Students will be able to evaluate the success of their own work, and other student work, through critiques. Students work on a team based design project. Teaching/Learning Methods Lectures Discussion and Readings Critiques Software Tutorials Project-based Labs Required Resources Maker tutorials and community resources (or other comparable 2D engine): http://www.yoyocom/ The Art of Design: A Book of Lenses by Jesse Schell, ISBN: 978-0-12-369496-6 Course References International Developer s Association: Curriculum Framework - version 3.2 beta - February 2008. Steve Rabin. (2010.) Introduction to Development, 2nd edition. Course Technology Cengage Learning Eric Zimmerman, Tracy Fullerton, Frank Lantz, Robin Hulke, Jenova Chen. (2009.) Ten Speakers. Ten Talks. Developer s Conference. Tracy Fullerton. (2008.) Design Workshop. A Playcentric Approach to Creating Innovative s. Morgan Kaufmann. 3

http://www.gamecareerguide.com http://www.gamasutra.com http://www.gamedev.net/reference Attendance (College) and Lateness (Department) Policies: A class roster roll will be taken at the beginning of each class. Only two absences may be allowed. After two absences, a student may be withdrawn because of unsatisfactory attendance (code WU). Students arriving after the roll is taken will be marked late. Students may be notified at the earliest opportunity in class after they have been absent or late. After being absent two times or equivalent (2 lateness = 1 absence), a student may be asked to withdraw from the class (code W before the College drop deadline) or may be withdrawn from the class (code WU). Academic Integrity Standards: Students and all others who work with information, ideas, texts, images, music, inventions, and other intellectual property owe their audience and sources accuracy and honesty in using, crediting, and citing sources. As a community of intellectual and professional workers, the College recognizes its responsibility for providing instruction in information literacy and academic integrity, offering models of good practice, and responding vigilantly and appropriately to infractions of academic integrity. Accordingly, academic dishonesty is prohibited in The City University of New York and at New York City College of Technology and is punishable by penalties, including failing grades, suspension, and expulsion. Grading Completed Tutorials: 30% Lab Exercises 20% Project #1: 25% Project #2: 25% Topics WEEK Lecture Topic Laboratory Exercise Homework Assignment 1 Introduction to 2D Engine Interface: Demonstrations of the user interface for a game engine such as Maker Create a simple digital game through demonstrations and written. maze 2 Basic Programming Complete the Maze 4

Use a GUI interface to learn how to work with characters: moving, scoring, lives and special features. creating a Maze 3 Basic Programming Work with levels and timelines to create layered game play. creating a Scrolling Shooter 4 Basic Programming Work with levels and timelines to create layered game play. creating a Scrolling Shooter Complete the 5 Basic Programming creating a Platformer Platformer 5

6 Basic Programming creating a Platformer Platformer 7 Basic Programming Publish games to external executables. Review creating a pitch document. 8 Project #1: Design a Maze 9 Project #1: Design a Maze Publish your game in a format like HTML 5. Exam on Basic Programming Principles. Create a paper prototype of your game concept. Conduct user testing. Maze Project #1: Design a Maze for a mobile device. Generate a pitch document for a Maze Create a written report on user testing and how it influenced changes in your design concept. Create graphics for your Continue to develop your Maze 10 Project #1: Design a Maze Maze Publish your Maze game to a mobile format such as ios or Android. 11 Project #1: Design a Maze Play test and Critique final Maze Project #2: Design a 6

for the web. Generate a pitch document. 12 Project #2: Design a game with 13 Project #2: Design a game with Create a paper prototype of your game concept. Conduct user testing. Create a written report on user testing and how it influenced changes in your design concept. Create graphics for your Continue to develop your 14 Project #2: Design a game with Publish your game for the web in a format such as HTML 5. 15 Project #2: Design a game with Play test and Critique Scrolling Shooter 7