Home | GAME 20 - Game Design Studio 2 - (ET13 - 2D Game Prototyping) - Spring 2020 |
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David
Javelosa |
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course content |
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Syllabus, electronic, mobile and casual Game technology & history |
Game Maker introduction, the basic componants |
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More Game Maker; sprite features, behaviors, GIF animation, rollover changes |
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Bringing sound into software projects, Audacity |
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Hotspots, navigation, custom object structures, two approaches to interactive Concept DOCUMENT DUE |
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Scoring, health, and life |
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Making runtime files and stand-alone games; title screen |
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Week 08 |
MIDTERM PROJECT DUE + storyboard |
Development Process, Design Documentation, More Game Maker Actions |
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Interface, Health, Timing and Tiles |
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Asset Repurposing, Game Maker Language & Randomization |
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More Scripting Examples - Introduction to UNITY 2D |
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Rapid Prototyping - Bad Game Design - Sound Functions - Sprite Animation in Unity |
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DESIGN DOCUMENT DUE, Cross Discipline Creativity, Rapid Prototyping cont. Introduction to MIDI technology for game music - Audio in UNITY |
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MIDI files for Game Maker; Scripting: Beyond Behaviour Library, Game building in Unity, PROJECT DISCUSSION |
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Week 16 |
FINAL PROJECT DUE |
SYLLABUS
Course Description:
This computer-based course is focused on the design and implementation of successful prototypes for gaming platforms and the Internet. Students will learn the fundamentals of software authoring for these platforms including interactive story telling, navigation metaphors, technical constraints, gaming basics, and usability. Students will gain experience working with media (text, graphics, animation, video, and audio), using authoring environments, and writing scripts to control interactivity. Students will design and implement game and software titles that can be included in their portfolios.
Course Objectives:
Upon completion of the course, students will be able to:
A. |
Design effective game prototypes. |
B. |
Create game engines using visual authoring tools and writing scripts. |
C. |
Describe the duties of the various members of a game development team. |
D. |
Define the software design process. |
E. |
Analyze and describe the game software production process. |
F. |
Identify and assess production goals and requirements. |
G. |
Analyze and evaluate technical constraints and how they affect interactive entertainment design. |
Arranged Hours Objectives:
Upon successful completion of the arranged hours, students will be able to practice applying the software authoring process to developing original game projects.
Student Learning Outcomes:
A. |
Create, design and develop an effective, original game prototype. |
B. |
Apply the software authoring process used in the interactive entertainment industry to an individual project. |
Prerequisites:
Prior exposure to electronic gaming - Advisory: GAME 1, GAME2
Basic proficiency in Photoshop or similar graphic applications.
Completion of a computer literacy course or equivalent
Recommended Skills::
Computer literacy course or equivalent. Familiarity with PC and OS, including files and folders, launching applications, opening and saving, cut, copy, and paste, use of the desktop, and an understanding of basic applications such as word processing. Computer novices are obligated to take serious measures to gain basic competency outside of this class.
UNITS: 3.0
Arranged Hours: This course requires 2 hours a week of arranged lab hours. They can be done off-site.
Textbooks:
REQUIRED:
RECOMMENDED:
Game Design Workshop: Designing, Playtesting and Prototyping Games,
Fullerton, Tracy; Swain, Christopher and Hoffman, Steve, CMP Publishing,
February 2004.
Unity Game Development in 24 Hours, Ben Tristem, Mike Geig, SAMS
Publishing ISBN-10 0672337533
OPTIONAL (if available):
Sound and Music for Multimedia by David Javelosa, M&T Books/IDG Press
Materials and Supplies:
THIS COURSE WILL REQUIRE HEADPHONES IN CLASS.
You will need electronic media to backup and transport your work. Assignments and projects will be turned in on CD-rom, or electronically to the DROPBOX server if a reasonable size. All written assignments MUST be handed in as hard copy. All original illustration is to be computer printed or photocopied. No hand-done original work will be accepted. Reports must be professionally presented for a higher grade.
Methods of Presentation:
Lecture, discussion, demonstrations, hands-on projects, in-class computer lab
Methods of Evaluation:
Grading is determined by participation and the timely completion of all
assignments, projects and exams. Assignments and projects will be judged on
technical execution and/or mastery of the underlying concepts. All coursework
submitted must be original, completed solely by you.. Full attendance is
especially necessary since the projects must reflect successful solutions to
the design issues raised in class. A pattern of late arrivals to class may
result in a lowered grade or being dropped after 2 missed classes.
Assignments must be turned in on time, or the grade will be lowered. Final
projects that are submitted late will NOT be accepted.
Students will be graded according to the originality of their approach to the medium, competence in planning, as well as, overall understanding and progress demonstrated in assignments, projects, tests and discussions. Projects are due on the date listed on the syllabus.
To receive full credit, all assignments are due on time. Students are responsible for submitting all work on time regardless of absence. Emailing late assignments is NOT allowed. A late assignment may be submitted in class one week after the due date with one grade drop. No assignments will be accepted after that. Students must complete 75% of the coursework, including the final project, to pass the course. Final projects that are submitted late will NOT be accepted.
GRADING SCALE:
A |
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90-100% |
Superior performance. Excellent achievement and craftsmanship in all work. Performs beyond course requirements. |
B |
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80-89% |
Above average performance. Consistent progress and craftsmanship. Meets all course requirements. |
C |
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70-79% |
Average performance. Minimum time and effort spent on coursework. Fulfills basic course requirements. |
D |
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60-69% |
Uneven performance. Minimal output and improvement in work. Requirements are only partially fulfilled. |
F |
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60% and below |
Fails to meet a minimum of performance levels. Does not exhibit achievement or progress. |
Withdrawal Policy:
Students are responsible for withdrawing from a class and must not expect faculty to initiate withdrawal procedures for them. If you wish to drop this class, you may do so through the Admissions section of the SMC website,http://www.smc.edu/EnrollmentDevelopment/Admissions/Pages/default.aspx.
Please note the drop dates for the current term listed at http://www.smc.edu/EnrollmentDevelopment/Admissions/Pages/Dates-and-Deadlines.aspx. The deadlines and dates for this term are also listed at the end of this syllabus.
After the eighth week of classes, students must have faculty approval and documentable extenuating circumstances to withdraw. Extenuating circumstances are unavoidable circumstances that prevent students from participating in further class activities and fulfilling remaining course requirements. Poor student performance in the course will NOTbe considered as an extenuating circumstance.
SPRING 2020 DATES AND DEADLINES
The sixteen week schedule is provided below for your
information. Click here for the complete schedule including 8
week sessions.
Tuesday, February 18 |
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Presidents' Day Holiday (CAMPUS CLOSED). |
Monday, February 17 |
*Remember: Students can enroll themselves into open
classes until the night before the second class meeting (except online,
hybrid and arranged hour classes). After that point an instructor's approval
code will be required. |
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Deadline to withdraw and receive REFUND (16 week
session). |
Visit your Corsair Connect portal for specific
deadline dates. |
Departmental Flex Day (NO CLASSES) CAMPUS OPEN. |
Friday, March 6 |
Deadline to withdraw and AVOID "W". |
Visit your Corsair Connect portal for specific
deadline dates. |
Institutional Flex Day (NO CLASSES) CAMPUS OPEN. |
Tuesday, March 10 |
Deadline to apply for Pass/No Pass. |
Visit your Corsair Connect portal
for course-specific deadline and to apply. |
Deadline to withdraw and receive GUARANTEED
"W". No further enrollment transactions allowed after this
deadline. From this point on, students must use the late withdrawal process
which requires faculty approval based on extenuating circumstances. |
Visit your Corsair Connect portal
for course-specific "Guaranteed W" deadline dates. |
SPRING BREAK (NO CLASSES) (CAMPUS OPEN except for
04/13). |
April 13-17 |
Deadline to submit "Petition for
Graduation" Spring Semester. |
Wednesday, April 15 |
Memorial Day Holiday (CAMPUS CLOSED). |
Monday, May 25, 2020 |
Spring Semester Final Exams. |
June 9 - 16 |
End of Spring Semester. |
Tuesday, June 16 |
Grades dues from Faculty. |
Tuesday, June 23 |
Final Dates
#2290 9:30a.m.-5:05 p.m. Tues. CMD 207 |
Tues June 9 2020 |
Classroom Policy:
Academic Honesty Attendance Classroom Policy Recording of Class Lectures Students with Disabilities Emergency Preparedness |
ACADEMIC ADVISEMENT
Students should schedule an appointment with the counselors in
Student Services, CMD 116, to develop an Educational Plan. This is to ensure
that you are taking the necessary courses to prepare meet your educational
goals.
During the first two weeks of the semester, appointments are on a
walk-in basis only.
Counselors’ Spring 2020 contact info to be
announced.
COLLEGE USE OF STUDENT WORK POLICY
By participating in this course, you agree to allow your work to be used by Santa Monica College for promotional purposes. These uses include, but are not limited to, display in the physical and web galleries, promotional video tapes, and printed promotional pieces. You retain complete rights to your work, and Santa Monica College may not use your work for non-promotional purposes without your prior agreement.
DISCLAIMER
Some elements of the syllabus may be changed at the instructor’s
discretion. Students will be given at least 48 hours notice of changes
whenever possible. If there is any aspect of this syllabus which you do not
understand, or to which you take exception, please let the instructor know
within the first week of class.
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Assignment Submission Guidelines:
-Writing assignments
2 hard copy print outs (one to turn in, one to keep for class reference). Diagrams should be done on and printed from computer and securely attached. Work should be stapled or bound in a professional manner. Original illustration should be photocopied or computer printed. NO hand drawn originals!! Cover should display the date, your name, the assignment and the name of the project.
-Digital assginments:
Delivered on CDROM or if small enough should be placed in the server DROP BOX under the instructor's name, the class ET13, and the appropriate section and class assignment. The project files should be in a directory/folder with your name. Projects should be submitted as a .GM6 Gamemaker file AND a .EXE runtime file. ALWAYS MAKE BACKUPS!!!!!
Week 01 Assignment |
Read Syllabus
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Week 02 Assignment |
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Week 04 Assignment |
Midterm Project Presentations &
Hand-in |
Week 11 Assignment DUE WEEK 14 |
Design Documents Hand-in
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Week 14 Assignment DUE WEEK 16 |
Final Project Presentations & Hand-in
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Copyright © 2001-2020 David Javelosa unless otherwise stated. |