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Video Game Design and Development

500 hours

Course Overview/Description

Are you ready to take on a challenge that will always be interesting, push you to your intellectual limits, and still be fun? Video Game Design and Development is challenging, but the rewards are worth it. With our unparalleled comprehensive training program, you will master skills that open doors to the growing video game industry.

Developing and managing the complex environments for games and related visualization applications is a challenging task, but with the right training and with professional guidance, the challenge becomes much less daunting. Using a comprehensive and analytical approach to game engine architectures, this program offers students the opportunity to learn how to effectively implement game ideas. A reasonable familiarity with computers and a background in high school level mathematics are all that is assumed. No prior game or graphics programming experience are necessary.

The curriculum is divided into eight modules covering five major areas of study:

programming languages, mathematics skills, 3D graphics pipeline programming, real- time game engine architectures, and artificial intelligence algorithms.

The Video Game Design and Development program is an appropriate starting point for students who seek a professional career as a game developer. It is also well-suited for enthusiastic amateurs and gamers looking to explore this exciting field as a recreational endeavor.

Course Objectives

The objectives of the Video Game Design and Development online program are:

o To provide students with the core programming language skills necessary for game development.

o To provide students with a sufficient level of proficiency in the areas of mathematics common to almost all game projects.

o To provide students with a thorough understanding of the main concepts involved in real-time 3D graphics programming.

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Course Outline

I. C++ Programming for Game Developers I

a. How to Create a C++ Program, Console Input and Output, Variable, and Arithmetic Operators

b. Logical Operators, Controlling Program Flow, Repetition, and Arrays c. Functions

d. References and Pointers

e. Classes and Object Oriented Programming Design f. Strings

g. Operator Overloading h. File Input and Output

i. Inheritance and Polymorphism

II. C++ Programming for Game Developers II a. Template Classes and Template Functions b. Error Handling

c. Number Systems, Data Representations, and Bit Operations d. The Standard Template Library

e. Introduction to Windows Programming f. Menus and Drawing with GDI

g. Dialog Boxes

h. Timing, Animation, and Sprites

i. Designing and Implementing a 2D Game III. Math Primer

a. Real Numbers b. Algebra

c. Analytic Geometry d. Triangles

IV. Graphics Programming with DirectX 9 I a. 3D Mathematics

b. The Transformation and Lighting Pipeline c. Initializing Direct3D

d. Vertex and Index Buffers e. Single and MultiTexture Effects f. Camera Management Systems g. Compressed Textures

h. Texturing & the Texture Blending Cascade i. Alpha Blending

j. Loading GILES™ Scenes

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V. Game Mathematics

a. Set Theory and Functions b. Polynomials

c. Trigonometry d. Vector Mathematics e. Matrix Mathematics f. Quaternion Algebra g. Linear Transformations h. Analytic Geometry

VI. Graphics Programming with DirectX 9 II a. The D3DX Mesh Containers

b. Progressive Meshes c. Scene Hierarchies d. Keyframe Animation

e. Indexed / Non-Indexed Vertex Blending f. Software and Hardware Skinning Techniques g. Skeletal Animation

h. Tree Animation and Rendering i. X Files

j. Motion Blending

k. Collision Detection and Response l. Quadtrees, Octrees, and kD-Trees

m. Binary Space Partitioning (BSP) Trees and Potential Visibility Sets (PVS) VII. Artificial Intelligence for Game Developers

a. Decision Making

b. Grid Traversal and Search Algorithms c. Path finding with A*

d. Flocking Behaviors e. Finite State Machines f. Scripting

g. Squad Level AI h. Waypoint Networks i. AI Engine Integration VIII. Physics for Game Developers

a. The Principles of Newtonian Physics b. Simulating Gravity

c. Simulating Friction

d. Modeling Acceleration and Velocity e. Trajectories

f. Kinematics and Motion Control g. Collision Detection and Response h. Animation Technique

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Prerequisites/Audience

A reasonable familiarity with computers and a background in high school level

mathematics are all that is assumed. No prior game or graphics programming experience are necessary.

The Video Game Design and Development program is an appropriate starting point for students who seek a professional career as a game developer. It is also well-suited for enthusiastic amateurs and gamers looking to explore this exciting field as a recreational endeavor.

PC Requirements/Materials Included

This course is currently compatible with Windows Vista Operating System.

Your computer should meet the following hardware and software requirements upon registration:

Hardware Requirements

ƒ Operating System: Microsoft Windows 98/2000/Millenium/XP

ƒ Processor: Pentium III+/AMD Athlon (750MHz or greater)

ƒ System Memory: 256 MB+

ƒ Video: 3D Hardware Accelerator w/ 128MB+ on-board memory DirectX 9.0/OpenGL compliant

ƒ Disk: 1 GB+ uncompressed

ƒ Sound: DirectSound compliant sound card Software Requirements

ƒ Microsoft Visual C++ 6.0 or higher (.NET recommended) DOWNLOAD AT:

http://www.microsoft.com/express/vc/

ƒ Microsoft DirectX 9.0c Software Development Kit DOWNLOAD AT:

http://www.microsoft.com/downloads/details.asp Materials Included:

Students will be provided the required textbook, Physics for Game Developers.

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Instructor Bio

Students receive critique and feedback from a faculty of game art and design professionals. Instructors for this program include:

Nat Stein is a modeling supervisor and CG artist at Anzovin Studio. He has worked on animation for games such as Sid Meier's Railroads and Halo 2, as well as a variety of TV shows and movies. Nathaniel attended the University of Massachusetts at Amherst , where he also taught courses in Animation and Modeling after his graduation. Nathaniel co-authored the book Visual Quickstart for Maya 7.0, and is currently working on a new book. Nathaniel received his BA in Computer Animation from the University of

Massachusetts at Amherst.

Todd Gantzler is a game artist, educator, and writer. Todd has worked as a 3D artist on such games such as Gex 3D, Cyberia, and Akuji the Heartless and specialized in game design work and character animation. Todd has served as Program Leader for game development degree programs at the Media Design School in New Zealand and at the University of Salford in England. He has been designing and teaching game art and design classes since 2000. Todd's first book, Game Development Essentials: Video Game Art was published by Thomson Delmar Learning in July 2004. Todd moved into games from work in graphics and animation for TV and film; his film credits include The Pagemaster (1994).

Cristin McKee is a character animator at Anzovin Studio, where she has worked on a number of high-profile projects including the features GI Joe: Valor vs Venom and Action Man: X Missions, game cut scenes for Halo 2, Charlie and the Chocolate Factory, The Da Vinci Code, and Sid Meier's Railroads, as well as a number of television projects and short films. Cristin has spoken about animation on panels at Siggraph and

Northampton Film Festival and taught animation at Hampshire College , MA. Cristin is currently co-directing an animated short. Cristin earned her Bachelor of Arts from Hampshire College, MA.

Jesse Brophy is a technical artist who has worked at a range of game design companies, including Atari, Breakaway Games, and Sony. He created all the lighting, rendering, camera work, compositing, rigging, and some of the modeling and texturing as well as all particles for the Dungeons and Dragons Heroes Xbox Video in addition to leading the art team in its creation. Jesse currently is developing Xbox games at THQ in Phoenix, AZ, where he serves as a Technical Artist/Character Artist. Jesse has a BFA in drawing and visual communication from the University of Arizona.

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Alex Jimenez is a veteran game designer and Vice President/Lead Designer of

Tesseraction Games. The creative force behind the original Dungeons & Dragons games by Capcom, Alex has contributed to the concept, design, story writing, and development of a host of high-profile licenses including X-Men: Children of the Atom, Army Men Sarge’s Heroes, Darkstalkers 1 and 2, Super Street Fighter 2, Battle Tanx 1 and 2, Marvel Super Heroes, Enigma: Rising Tide, Minigolf Maniacs, and Alien Vs. Predator. Alex has implemented projects on a wide range of platforms including PS 1 and 2, PC, N64, and coin-op formats. Alex has lectured on the game industry topics at conventions and to college students and both developed and taught video game development courses to high school students.

References

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