Meetings
|
TTh 2:30-3:45, Mendel Science
Center G86
|
| Instructor |
Dr. Tom Way
160A Mendel Science Center
|
Email:
thomas.way@villanova.edu
IM: DrTomWay
Phone: (610) 519-5033
|
| Office hours |
(See my web site)
|
| Teaching Assistant |
Rajesh Katragadda <rajesh.katragadda@villanova.edu> |
| Textbook |
Tracy Fullerton,
"Game Design Workshop: A Playcentric Approach to Creating Innovative Games",
2nd Edition, Morgan-Kaufmann, ISBN: 978-0240809748. |
Web site
|
http://www.csc.villanova.edu/~tway and follow the link for CSC
5930
|
Course
description
|
The course will be simultaneously
team-taught with a section of the course at The College of New Jersey (TCNJ).
The course will involve a large-scale, cross-institution software design and
development project, and several small-team game design projects. Students
will explore many facets of game design such as project management, software
design, marketing analysis, game design tools and software. Each student
will be expected to contribute to the class based on his or her background.
For example, computer science and computer engineering students will provide
technical guidance and programming expertise while students in other
sciences, arts and business areas will contribute from their own
disciplines. As each student brings a potentially different skill set and
expertise to the class, student deliverables will be highly personal. Prerequisite:
none. (3 Credits) Original course description is
here. It has been
deprecated, thanks to an excess ingestion of psyllium husks.
|
General Objectives
|
- Form student game design teams of no more than 4 students each by
the second week of class.
- Develop expert consultant list (of students in our course) by second
week of class.
- Participate in short, interactive lectures on game design and structure, digital
prototyping, technical and design documentation, current game hardware
and game device architecture, and team-based implementation
organization.
- Read assigned portions of textbook to prepare for and supplement
lectures.
- Participate in hands-on lab sessions during regular class meetings with a variety
of game design, development and testing software tools.
- Participate in computer game design, programming and software
evaluation tasks using
Processing,
GameMaker
and other similar high-quality game development environments or
platforms.
- Students with strong technical backgrounds (Computer Science,
Computer & Electrical Engineering, etc.) will undertake significant
technical design and development tasks, including elements of software
engineering, object-oriented design, and programming.
- Students without a strong technical background (Arts, Business, etc.) will
be assigned unique tasks based on their background and skill-set to
contribute the much needed artistic design, business and marketing
planning, story design, market research, and even game testing that will
be essential to the projects undertaken.
- All students will be expected to "stretch" beyond their comfort
zones, with non-technically oriented students attempting technical
tasks, and technical students attempting non-technical tasks.
- Team-members will communicate openly with each other and with the
instructor, and will periodically evaluate the participation and
performance of members of their team.
- Students will participate in team-based, cross-institutional collaboration on the development of a
single game or game design platform, to be completed by the end of the
semester.
- Students will participate in small-team (Villanova only) design and implementation exercises to
produce 2-4 games or gaming elements using industry standard game development tools.
|
| Learning Outcomes |
- Students will demonstrate an understanding of the game design process,
including creative, technical, and business aspects.
- Students will demonstrate an ability to collaborate with small,
interdisciplinary teams to design, implement, test and evaluate small
computer games to a degree appropriate to the student's academic
background.
- Student will demonstrate an ability to collaborate with students at
another institution (i.e. TCNJ) as part of a large team effort to
design, implement, test and evaluate a large computer game or game
design framework to a degree appropriate to the student's academic
background.
- Students with a technical background (e.g. Computer Science,
Engineering) will demonstrate an understanding of game software design
and implementation through active participation in game development
activities.
- Students with a non-technical background (e.g., English, Psychology,
Business) will demonstrate an understanding of supporting and creative
roles in technical game software design and will demonstrate an
introductory level familiarity with game design tools and technology.
|
| Big Goals |
- Learn about the game design process
- Design and create games
- Develop technical and non-technical career skills
- Have fun
|
Topics
|
The topics we will learn about this
semester may include some or all of the following. Topics will be covered in
a non-linear, parallel, pseudo-random and fun ordering.
- Game Design Basics
- The Role of the Game Designer
- The Structure of Games
- Working with Formal Elements
- Working with Dramatic Elements
- Working with System Dynamics
- Designing Games
- Conceptualization
- Prototyping
- Digital Prototyping
- Playtesting
- Functionality, Completeness and Balance
- Fun and Accessibility
- Working As a Game Designer
- Team Structures
- Stages of Development
- The Design Document
- Understanding the Game Industry
- Selling Yourself and Your Ideas to the Game Industry
- Game Design Experience
- Creating Game Ideas
- Evaluating Games
- Software Tools for Game Development
- Game Design Terminology
- Game Technology
|
Grading policy
|
Grading will be based on a number
of factors, including projects, assignments and a midterm exam. An important
component of your grade will be team member evaluations where students will
provide reasoned evaluations of the contributions of their fellow team
members. The anticipated distribution of weights for various elements is:
15% Homework assignments of various types
40% Team projects & Individual contribution to team projects
15% Comprehensive exam
25% Final project
5% Participation (attendance, class discussion, intellectual
contribution to class)
|
Final grades
|
|
92 |
A |
|
88 |
B+ |
|
78 |
C+ |
|
68 |
D+ |
|
90 |
A- |
|
84 |
B |
|
74 |
C |
|
64 |
D |
|
|
|
|
80 |
B- |
|
70 |
C- |
|
60 |
D- |
|
Makeup
Policy
|
No missed or late assignments,
exams or projects without prior
excuse. Each case will be handled separately based on its own merits. Each student
is responsible for what is covered and assigned in any classes which they
miss. Abuse of this policy will result in a loss of leniency. Also, students
should feel free to wear makeup.
|
Late Assignment Policy
|
No assignments will be accepted
late without the direct consent of the instructor prior to the due date of
the assignment. Typical penalty is 10% off for each day an assignment is
late. Absolutely no assignments will be accepted beyond the date of the
final exam. Also, students should not be late to class.
|
| Academic Integrity |
Please be cognizant of the difference between
individual and group projects, and used good judgment in following the University's policy on
Academic
Integrity. Severe academic penalities will be imposed for violations of
this policy, such as receiving at a minimum
0% credit for
an assignment, or at the maximum a failing grade for the course, at the
discretion of the instructor. Also, students should try not to fail. |