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  • 3.00 Credits

    In this course we will examine in-depth a variety of cognitive principles relevant to the design of video games. The purpose of this course is two-fold: (a) to provide students with a deep understanding of the psychology at work during play and (b) to identify how to make psychological principles actionable during the process of designing a video game. We will explore challenges around human perception, attention, memory, problem solving, and learning, in order to predictably design the games we intend. Prerequisites: 'C-' or better in GAMES 3720 OR PSY 3000
  • 3.00 Credits

    In this course students will research and analyze spaces and themes outside of the metaverse which include: salient literature/multimedia, terrestrial locations, and virtual spaces. Students will become well versed in intentional design based upon spatial awareness theories, by translating them into playable levels. This is a project based course which consists of lecture, demonstration, and playtesting. Prerequisites: 'C-' or better in GAMES 2100 AND Full Major status in Games
  • 3.00 Credits

    Mobile gaming represents a significant sector of the game industry in terms of reach, impact, and economic significance. This course will focus on how this sector operates and how to achieve success. Students will also learn to design game experiences that consider the capabilities and constraints of current mobile platforms. Additionally, they will conduct research on current practices in the mobile games industry (e.g. monetization, free-to-play), user interface design, and games user research (e.g. A/B testing). Students will be expected to conduct their own research, communicate their results to the class, and will also work in small teams on a small-scale mobile game. Prerequisites: 'C-' or better in GAMES 2100 AND Full Major status in Games
  • 1.00 Credits

    This course combines theory and practice as students study a game genre (established or emergent) by critically playing, engaging with scholarly work, and meeting to discuss and present on the games studied. The game genre of study will vary from semester to semester.
  • 3.00 Credits

    In this course, students learn and practice the 12 principles of animation while addressing aesthetics within the constraints of game engines. The course has a focus on character locomotion and body mechanics. Topics include preparing and implementing animations into game engines, state machine logic, animation retargeting, motion capture and editing. Students who successfully complete this course will have a solid foundation of animation theory and practical application through individual projects. Prerequisites: 'C-' or better in GAMES 3010 AND Full Major status in Games
  • 3.00 Credits

    This course is an in-depth study of the art and science of rigging 3D models for animation using industry standard applications. Students will gain an understanding of the concepts and techniques to create custom animation rigs for a variety of characters such as humans, creatures, and inanimate objects. Additional topics include subsets such as the face, clothing, and other components of the character. This is a project-based course in which students design and create functional control interface systems through problem solving and creativity using a variety of core concepts and techniques. Scripting will be employed for the purpose of automating tasks and other procedures. Prerequisites: Full Major status in Games
  • 3.00 Credits

    In this course students are introduced to procedural and rule-based systems to create flexible and dynamic assets using digital creation tools (e.g. Houdini) and implementing them into real-time graphics engines. Students will apply the technical language learned in Asset Pipeline by assessing and breaking down technical art pipelines into procedural systems. This course is a project-based course that gives students an opportunity to experiment in a space that blends art and technology. Prerequisites: 'C-' or better in (GAMES 2600 OR GAMES 3600) AND Full Major status in Games
  • 3.00 Credits

    Introduction to asset design and the production pipeline for 3D game engines focusing on characters for Machinima, video games, and animation. Use of advanced graphics software packages that are prominent in the video game industry, demonstrated from the user's point of view and explained from the software engineer's perspective. Project-based class that include short lectures, project demonstrations, and one-on-one training in the lab. Prerequisites: 'C-' or better in GAMES 2600 AND GAMES 3010 AND Full Major status in Games
  • 3.00 Credits

    This course is a next step toward learning the character pipeline after GAMES 3600-3D Character Modeling. It is an interdisciplinary project driven course and curriculum is includes topics ranging from computer graphics, anatomy, scripting, design, sculpting, mechanics, and drawing. Students will also learn professional industry techniques and concepts for UV design, multiple texture map creation, character rigging, blend shapes, posing, and rendering. Prerequisites: 'C-' or better in (GAMES 2600 OR GAMES 3600) AND Full Major status in Games
  • 3.00 Credits

    Extends GAMES 3605 3D Character Production by continuing the design and production pipeline for 3D digital characters. The emphasis will be on designing and creating female characters. Students will utilize advance graphics software packages that are prominent in the video game industry such as zBrush, Maya, and Photoshop. These software packages will be demonstrated from a user's perspective and explained from the software engineer's point-of-view. This is a project-based class that includes short lectures, project demonstrations and one-on-one training during class hours. Prerequisites: 'C-' or better in GAMES 3605 AND Full Major status in Games