TUSKEGEE UNIVERSITY ANDREW F. BRIMMER COLLEGE OF BUSINESS & INFORMATION SCIENCE CSCI 463: Introduction to Computer Gaming Technology Fall 2011



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TUSKEGEE UNIVERSITY ANDREW F. BRIMMER COLLEGE OF BUSINESS & INFORMATION SCIENCE CSCI 463: Introduction to Computer Gaming Technology Fall 2011 Instructor: Dr. Fan Wu Phone: 334.727.8362 Office: Room 300-E3 Brimmer Hall Email: wuf@mytu.tuskegee.edu Office Hours: MWF 3:00pm-5:00pm (other times by appointment) Classes: MWF 2:00pm-3:00pm Location: Room 103/Room 102 COURSE DESCRIPTION: This course discusses the process of game development. It examines the roles of different participants in the development process and how the technical development and the artistic development proceed in computer gaming development platform. It also studies the use of the computer to model and graphically render two- and threedimensional structures used in computer gaming. Topics include computer gaming, 2- and 3-D object representations, and various aspects of rendering realistic images. Students are expected to participate in game development using appropriate game development tools. Group work is emphasized, especially the importance of collaboration between technical and artistic efforts. COURSE OBJECTIVE: This course is designed to provide students with the essential building blocks for learning how to create successful interactive experiences and to give you an appreciation for the complexity involved in creating video games from the ground up. This course discusses the process of game development. It examines the roles of different participants in the development process. Students are expected to participate in game development using appropriate game development tools. While playing video games has become very popular, actually building them requires developers to bring together various complex (and interesting!) technical pieces. As the bar keeps rising on game sophistication, it is more important than ever to apply sound software engineering and design principles, so that the level of software re-use and maintainability is increased. Security can mean different things in a different application context. For decades, gaming has been a major computer application with its own distinct characteristics, and in fact, online gaming is now one of the most popular applications on the Internet. This course will examine the role that security has played in different games, from early mainframe based games through arcade, PC and console games to the latest online games. It seems most game developers first got into the field because they found building games was at least as much fun as playing them. Hopefully you will feel this way too! There are several objectives for this course: Understand the roles of the major participants in developing games Understand how to take a game-design document and implement the game as specified Understand the security issues in different games Use iterative design and development practices to create a playable game Acquire skill in manipulating a typical set of tools required for developing games Gain experience and develop skills in working in teams on game projects with short deadlines Gain proficiency digesting a very large, but well-structured, commercial game engine Extend the game engine in a non-trivial way to create a simple, "first-playable" version of a game Learn how to bring together graphics, audio, scripting, testing, and documentation Learn how to communicate your ideas to others, as well as to identify challenges you are facing Learn how to solve security issues in developing games Do some cool stuff! 1

Relationship of the Course Objectives to Program Outcomes: Program Outcomes (ABET criteria) COURSE OUTCOMES a b c d e f g h i 1. Understand the roles of the major participants in developing games. X X X X 2. Understand how to take a game-design document and implement the game as X X X X specified. 3. Understand the security issues in different games 4. Use iterative design and development practices to create a playable game. 5. Gain experience and develop skills in working in teams on game projects with X X short deadlines. 6. Gain proficiency digesting a very large, but well-structured, commercial game engine. 7. Extend the game engine in a non-trivial way to create a simple, "first-playable" version of a game. 8. Learn how to bring together graphics, audio, scripting, testing, and X X documentation. 9. Learn how to communicate your ideas to others, as well as to identify challenges X X X X you are facing. 10. Learn how to solve security issues in developing games ABET criteria a. Apply knowledge of computing and mathematics appropriate to the discipline. b. Analyze a problem, and identify and define the computing requirements appropriate to its solution. c. Design, implement, and evaluate a computer-based system, process, component, or program to meet desired needs. d. Function effectively on teams to accomplish a common goal. e. Understanding of professional, ethical, and social responsibilities. f. Communicate effectively. g. Analyze the impact of computing on individuals, organizations, and society, including ethical, legal, security, and global policy issues. h. Recognition of the need for and an ability to engage in continuing professional development. i. Use current techniques, skills, and tools necessary for computing practice. REQUIREMENTS: Prerequisites: Program Experience and Departmental Approval. In this course, students will be expected to digest, modify, and extend a very large C/C++ code base. Also, many of the constructs used are advanced in nature. It is therefore recommended that students have the background of programming skill, object-oriented language and software engineering. Textbook: 1. Introduction to Game Development, Second Edition, by Steve Rabin, 2009, Charles River Media, ISBN-10: 1-58450-679-2 The best book I've found for (nearly) comprehensive coverage of the material in this course. The chapters are individually authored, giving the book rather uneven levels of detail and tone from chapter to chapter, but many of 2

the selected chapters are quite good. At nearly 1,000 pages, it has considerably more material than will be covered in a term, but it should make a good reference beyond the course. 2. The Beginner's Guide to the C4 Engine, James Brady, A. A. Cruz, James H., and David Vasquez, 2008 Reference Textbook (NOT REQUIRED): 1. Game Architecture and Design, A New Edition, by Andrew Rollings and Dave Morris, 2004, New Riders Publishing, ISBN-10: 0-7357-1363-4 GRADING: There will be projects which may require research beyond the class notes. Short of an exceptional excuse, late assignments will not be accepted. There will be two or three equally-weighted exams given. On the day that the exam is given, class will begin with a short review period to answer any questions you may have concerning the returned homework or new material and then go on to the short exam. There will be no make-up exam offered, except for extenuating circumstances. To encourage a learning outcome from the exams, 25% of the points deducted from each of the first one or two exams may be regained by scheduling and attending a exam feedback session with the instructor within one week of each exam return. You will be put into 2-3 person project teams for labs, group presentations, and the term project. Unless there is a solid reason to suspect otherwise, it will be assumed that all team members contribute equally to these assignments/projects and each team member will receive an identical team grade. All other graded material (exams) should be the result of your independent effort! You are encouraged to work together throughout the term to understand the material, but submit only your own work for graded evaluation of these materials. The following weightings will be used to determine your final grade: Two or Three Exams 33% Regular Projects 33% Final Project 34% The precise numerical cutoffs for A, B, and C grades will be determined at the end of the term, but you will receive an interim assessment midway through the term. When grades are returned, students have 7 days to meet with the instructor for grade changes. After 7 days, no grades will be changed. The grading policy as defined by the Office of Academic Affairs and the instructor of this course does not permit an I grade to be substituted for an impending failing grade. LAB MATERIALS/PROCEDURES: You will soon be divided into project/lab teams of 2-3 students. Scheduled lab time may be inadequate for some teams to complete their tasks. The lab is located in the Brimmer Hall 102. Please contact the instructor if additional time is needed. Classroom Procedures and Rules (as written in the Academic Regulations and Procedures for Undergraduates): The atmosphere in the classroom should be one in which the greatest amount of desirable teaching and learning can take place. Therefore, the instructor has the right to establish the rules and regulations for the classroom for it to be a conductive place for teaching and learning. All unnecessary noise and confusion must be avoided and this can only happen when the students realize their responsibility for proper and courteous behavior. 3

Respect for the professor and classmates in the classroom is essential. Moreover, obscene language and aggressive behavior will not be tolerated. Any student judged by the instructor to be verbally or physically disruptive will be removed from the classroom immediately by a Tuskegee University Police Officer and the student will be withdrawn from the class. Students will receive a minimum of 20 points deducted from their overall grade whenever inappropriate activities are observed. Dress Code: The College of Business and Information Science has an established dress code of Business Casual Attire for all classes held in Brimmer Hall. Formal Business Attire may also be specified (e.g. during class presentations) on special occasions. Failure to adhere to the dress code could lead to expulsion from class, points deducted from your final grade (instructor discretion), and disqualification from bonus activities. Attendance: Class attendance and participation is necessary. Each student will be allowed 3 unexcused absences through the course of the semester. Students that have more than 5 unexcused absences may receive a final grade of E. All classes begin 10 minutes after the scheduled class hour. All excuses must be formally documented and signed by the person(s) providing the excuse along with a telephone number to verify the excuse. Once the excuse has been accepted by the instructor, the student has at most one (1) week to complete the missed assignment(s). If the excuse is not provided for the day(s) absent within 1 week, a grade of 0 points will be assigned for the missed work. Once the excuse has been approved, the student has 2 class days to complete the missed assignment. The instructor should be notified, if possible, in advance or during the time of an absence. Students must claim their seat by the University Registrar s standards. To claim a seat, a student must attend the first day of class up to the last day of claiming a seat. If the student has not claimed the seat by the Registrar s Office-designated date, the instructor may drop the student from the class. Electronic Devices: Students are to silence pagers, cell phones, alarms and other such electronic devices before entering the classroom. These devices are not to be used during any class activity or exam. Students are allowed to use lap tops for note taking purposes, but surfing the internet, checking emails and instant messaging during the class hour is prohibited. Again, students will receive a minimum of 20 points deducted from their overall grade whenever inappropriate activities are observed. Academic Honesty: Honesty in academics, as well as in other matters, is expected of everyone at Tuskegee University. It is the obligation of all to adhere to this standard. Individuals are expected not to cheat or be dishonest, not to create the appearance of being dishonest, and not to contribute to or condone the dishonesty of others. Further discussion of policies on academic honesty appears in the Tuskegee University Academic Regulations and Procedures for Undergraduates. Any violation will result in all involved parties receiving a 0 grade for the submitted work and disqualification from bonuses. Repeated offenses will result in the student(s) receiving a final grade of E for the course. Furthermore, the case will be reported to the appropriate institutional officials. Software and Hardware: Software is installed for the student s use for all assignments on the CS server in the Computer Science Department in Brimmer 102. For outside assignments, students may use comparable products installed on other machines. For reasons by the System Administrator, some features and capabilities may not be accessible on some of the software 4

applications. The instructor will make adjustments accordingly at that time. This will NOT be a valid excuse for missed, late, or incomplete assignments. Student s user accounts have only 50 sheets of paper allocated; therefore, students are encouraged to be mindful of wasting paper and misusing printing privileges (i.e. printing papers for other classes, not using print preview to verify the desired print layout). Students with Disabilities: Tuskegee University has reasonable accommodations and services which include buildings that are handicapped accessible. Services may include extra time for exams, special seating arrangements, a class note taker, extended time for papers/projects, frequent one-on-one conferences, and/or alternate format materials (i.e. taped recorded classes, taped texts, etc.) Accommodations and services are designed to meet each individual s need. Students should contact: Ardelia M. Lunn Tuskegee University Counseling Center Old Administration Building Room 215 Tuskegee, AL 36088 amlunn@tuskegee.edu Phone: (334) 727-8147 Fax: (334) 724-4661 BRIMMER HALL HAS BEEN DEDICATED TO ALL CURRENT AND FUTURE STUDENTS IN THE COLLEGE OF BUSINESS AND INFORMATION SCIENCE. ALL STUDENTS ARE ASKED TO BE RESPECTFUL OF THIS BEAUTIFUL BUILDING AND THE EQUIPMENT HOUSED THEREIN. EATING AND DRINKING IS ALLOWED ONLY IN THE DESIGNATED STUDENT LOUNGE ON THE 1 ST FLOOR. The instructor reserves the right to change the contents of the syllabus. 5