CSC 5930-002 Computer Game Development Spring 2009

SYLLABUS


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.

Last updated: 04/21/2009