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  • 3.00 Credits

    The course is designed to establish a common language based on fundamental principles of art and design while gaining practical knowledge of digital content creation techniques and software used in the gaming industry. Introductory skills in 2D and 3D software applications are explored through the lens of art and design theories. No previous digital content creation experience is required. This course consists of lectures and labs. The instructor will provide presentations, examples, and short demos each week to introduce the core concepts with supporting examples. In the lab, the instructor or teacher assistants will demonstrate the application of the core concepts into practice. Students will need to register for one lab section.
  • 3.00 Credits

    This course provides students a practical foundation in game design with a focus on concept development, design decomposition, and prototyping through the creation of non-digital games. Using physical prototyping, playtesting, and iteration students learn how to translate game ideas into game pitches, design documents, and game designs. Students will analyze and recognize play that exists in important games, stories, and other media. The course consists of lectures and labs. As content expert, the instructor provides presentations, and examples each week to introduce core concepts with supporting examples. In the lab, students will put the core concepts into practice individually and/or in groups. Prerequisites: Full Major status in Games OR Software Development
  • 3.00 Credits

    In this course students will learn the basics of 3D modeling and digital sculpting by creating game ready assets using multiple workflows and software applications. This is a project based course which establishes the foundation knowledge of 3D modeling and digital sculpting by taking theory into practice. Students who complete this course will leave with a working understanding of creating game ready assets informed by industry standards and best practices. Prerequisites: 'C-' or better in GAMES 1050 AND Full Major status in Games
  • 1.00 - 4.00 Credits

    No course description available.
  • 3.00 Credits

    The Course will cover the entire game art pipeline and the interdependencies at two meta levels--the asset production pipeline, and the team pipeline. This course will extend the practical knowledge learned in GAMES 1050-Digital Content Creation and allow students to begin to apply that knowledge to the interdependencies of the asset pipeline for games. The course is team-project based and students will demonstrate competency in asset design, development, and production using software packages that are used in the game industry. Prerequisites: 'C-' or better in GAMES 1050 AND (Full Major status in GAMES OR Software Development)
  • 3.00 Credits

    How do video games impact society? What special responsibilities do we have as players and consumers and how can we use ethical theories in our daily practice? In this class we will learn and discuss various ethical theories and examine the role games can play in helping us reason about ethical problems. Students will also pay and analyze games and discuss their embedded values and politics. Prerequisites: 'C-' or better in (WRTG 2009 OR WRTG 2010 OR EAS 1060 OR HONOR 2211) AND Full Major status in Games
  • 3.00 Credits

    The course explores the philosophy of games and play. What is the value of games? Are games an art form? What is it to be playful? What is the role of play in human life? Particular issues addressed may include the role of frustration difficulty in games, what games can communicate, the relationship between play and creativity. The class will be taught in a mixed format, including traditional lecture material, but also exploration through play in class, game design exercises, and playtesting student designs. Prerequisites: Full Major status in Games
  • 3.00 Credits

    In this course students will develop an understanding of traditional narrative theory, plot, character development, dialogue, and world creation, as well as experimental approaches to storytelling in the context of games. Specific attention will be paid to interactive storytelling, algorithmic storytelling, and collaborative story construction. Prerequisites: Full Major status in Games
  • 3.00 Credits

    This course is designed to introduce students to games user research and playtesting. Students will learn how to test games, which includes selecting a method, generating data, and communicating feedback to development teams. The class has a theoretical background in sociological, anthropological, and psychological research methods. This is a hands-on, practical class which works best if you pair with a team making a game in live development. The class structure consists of lectures and workshops. Lectures introduce topics or research methods, and workshops give students an opportunity to practice the method in small groups. Successful completion of the course will result in a portfolio of games user research demonstrating knowledge of research methods, data literacy, and findings contextualized and informed by current markets and the gaming industry. Prerequisites: Full Major status in Games
  • 3.00 Credits

    This course is designed to give practical experience and knowledge about designing user interfaces, menu systems and icons for video games. The majority of the class is spent designing 2D assets. Some application to software/program/app design will be discussed, but our primary focus will be on UI for games. Prerequisites: Full Major status in Games