CGR 125 Game I Syllabus

Game Design & Development I
CGR 125 Fall 2017 Instructor: Morrison
Date/Class Lecture Description/Name Lab Plan Assignment Due

Class 1
9/11
Introduction Orientation
Lecture: Thinking Design
Syllabus
Contract
Questions
GDA1
Read Ch.1-2
Einstein
Email
FB groups
Contract

Class 2
9/18
GDD Story-due 11/13/17
Lecture: Video Game History
Classic
Game Lab
GDA2 Read
Ch.1-3
History
GDA1

Class 3
9/25
PPD-Due 10/16/17
Publisher Proposal Documents
Ideas Lab GDA3 PPD
Read Ch.3-4
Einstein
GDA2

Class 4
10/2
Lecture: Analysis Frameworks &
Layered Tetrad
PPD Lab PPD
Read Ch.4-6
Einstein
GDA3

Class 5
10/9
GDD
Game Design Document
DUE DATE-12/11/17
PPD Lab GDA4
PPD
GDD

Class 6
10/16
Lecture: GDD Review
Inscribed, Dynamic & Cultural layers
BG/CG Lab GDD
Read Ch. 4-6
History
PPD Due 1st Thing or 0
GDA4

Class 7
10/23
Lecture: Acting like a Designer &
Goals
Lab GDA5 GDD
Read Ch. 7-10
Einstein

Class 8
10/30
Online Mid Term Lab GDD
Read Ch. 7-8
History
GDA5

Class 9
11/6
Lecture: Paper Prototyping GDD Lab
Flowchart &
Gantt Lab
GDA6 GDD
Read Ch.11-
12 Einstein

Class 10
11/13
Lecture: Game Testing & balance Game Lab
PechaKucha
GDD Read
Ch.13-14
Einstein
Story due 1st Thing or 0

Class 11
11/20
Lecture: Project Mgmnt
Team Dynamics, Roles & Lifecycle
The Industry
GDD Lab Pecha
Kucha Examples
GDA7 GDD
Read Ch. 9-10
History
GDA6

Class 12
11/27
Lecture: Puzzles & Guiding players GDD Lab GDD

Class 13
12/4
Final Exam Review
Beyond Game I
Interactive Lab GDD PK
Read All
GDA7

Class 14
12/11
Final Exam – Late = 0
Presentations
Lab PK GDD Due 1st Thing or 0

Class 15
12/18
Grades back
Presentations
Comment on
presentations
None Pecha Kucha
Presentation

 

 

Course Syllabus
Camden County College
Blackwood, NJ
Course title: Game Design & Development I CGR -125
Department/Program Affiliation: Computer Studies/Computer Graphics
Date of Last Revision: January 2011
Credits: 3
Contact Hours: Lecture 3
Lab
Other
Prerequisites: CGR-111 Computer Graphic Design I
Co-requisites: None
Course Description/Goals: This course will introduce the student to basic game theory (including gameplay
and strategy) as well as the historical development of all types of games (sports, board games,
videogames, etc.) as they were affected by world and market conditions. In addition, the specific history
of the videogame industry will be examined, as well as the overall process involved in developing a
videogame from basic concept to selling the proposal to production to marketing.
Course Objectives/Student learning outcomes: (cognitive, Psychomotor, Affective Domains)
Upon Completion of this course, the student will be able to:
1. Explain the historical perspective of game design, fundamentals of the concepts, and current
state of the industry and market trends.
2. Understanding the development and creation of computer games.
3. Demonstrate an understanding of how the game design process works.
4. Understand the elements needed for game design documentation.
5. Identify key terms that apply to game design.
6. Demonstrate familiarity with equipment (hardware and software applications that will be shown
in class).
7. Make critical judgment of their own and other works based on usage of software programs and
design skills.
Course Outline:
1. Introduction of game development
2. The history of game development
3. Basic building blocks of a game
4. Elements of designing a game
5. Game design interface
6. Game design documentation
7. Game play
Course activities:
The classroom activities will include formal and informal lectures where new material and assigned
problems will be explained. Students will have the opportunity to contribute to the discussion and to ask
questions about the material. “Hands-on” work on the computer will be done during class and outside
of the regularly scheduled classroom hours.
Student Evaluation:
The student will be evaluated on the degree to which student learning outcomes are achieved. A variety
of methods may be used such as tests, class participation, projects, homework assignments, etc.
Below are the following identifies a letter grades:
 A Superior indicates superior achievement and mastery of the subject
 B Good indicates consistent achievement that demonstrates an understanding of the subject for
continued study in the discipline.
 C Average indicates satisfactory achievement that demonstrates an understanding of the subject
sufficient for continued study in the discipline.
 D Poor indicates performance suggesting little aptitude or application on the part of the student in
that particular course. This grade will not transfer.
 F Failure indicates an insufficient understanding of the basic elements of the course.
Course materials:
Back Up materials-Flash Drive etc.
Notebook
Textbook(s): If textbook is required, the titles will be assigned first day of class.
Supplemental Materials: None
Tutoring is available; please call (856) 227-7200 ext. 4411 or 4225
Game Design & Development I CGR 125
Instructor: Ryan Morrison
Contact Information
 Email: rmorrison@camdencc.edu
 Recommended leave 1-2 day window for response.
 Phone: 856-227-7200 ext. 4382 (Kim Reitano) you can leave me a message with Kim, she can contact
me in case of an emergency. Office Hours:
I can meet by appointment only. Unless there is a special event this is the only time I am on campus. I
can arrive prior to classes or after classes but you MUST set an appointment.
Textbooks: Required:
 Einstein & the Honeybee: An Introduction to Game Design and Game Development
by Rees Shad
ISBN-13:9781479113576
Publisher:CreateSpace Publishing
Publication date:08/15/2012
 History of Digital Games: Developments in Art, Design and Interaction
by Andrew Williams
ISBN-13:9781138885554
Publisher:Taylor & Francis
Publication date:03/20/2017
Recommended supplies:
 Flash Drive for multiple backups
 Notebook for Notes and a writing instrument
 PC/MAC for home use (depending on discipline of study)
 1 or more game consoles/mobile devices for home use
 TIME for your assignments and computer usage
Grade Breakdown
 Game Design Assignments 15%
 Exams (2) 20%
 Project proposal Document (PPD) 10%*
 Game Design Document (GDD) 45%*
 Presentation 10%*
Grade Breakdown
 A 100%-90%
 B 89%-80%
 C 79%-70%
 D 70%-64%
 F 63%-0%
Game Design Assignments- There will be a combination of assignments for this section that could
include essays, board/card game construction and assignments from the GDG website. These
assignments will account for 20% of your overall grade and are not optional. Each assignment will be
discussed in detail and a link will be made available when the assignment is assigned. I will not be
handing out assignments in class.
Exams-There will be two exams given this semester. They are equally weighted and are a required
portion of the class. Failure to be present on the day of the exams will result in a Zero (0) grade for that
exam and will have an effect on your final grade. Exams will start exactly 15 minutes into your scheduled
class period and no one will be allowed to enter late under any circumstances.
PPD-Your PPD is due on week 6 within 15 minutes of class beginning and is directly linked to other
grades for the semester (Story, GDD and Presentation). Failure to complete your PPD and turn it in as
per requirements (lecture) will result in a grade of Zero (0). If late, you forfeit your ability to turn in your
GDD assignment due week 14 and counting for 40% and forfeit the ability to do your presentation which
is worth 10% of your overall grade producing an automatic Failure for the semester (60% at Zero). There
are no acceptable excuses for the major assignments covered in this syllabus to be late other than death
or dismemberment which will both require proof.
GDD Story-The GDD Story will be discussed during lecture 2 and is a quarter (1/4) of the overall GDD
score. The story is due in PDF format completed on week 10 and will follow the same rule set as the
PPD, GDD and Exams. It will not be accepted late and must be turned in via file transfer in person
(format: firstname _ lastname_story.pdf eg: ryan_morrison_story.pdf) within the first 15 minutes of
class to the GDD1Stories folder on the front work station. Failure to turn your story in on time will result
in a Zero (0) grade for your GDD and presentation causing you to fail the class. There are no acceptable
excuses for the major assignments covered in this syllabus to be late other than death or
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dismemberment which will both require proof. Failure to turn in your story on time forfeits your
chance at turning in your GDD.
GDD- Your GDD is due on week 14 within 15 minutes of class beginning and is directly linked to other
grades for the semester (PPD, Story and Presentation). Failure to complete your GDD and turn it in as
per requirements (notes given in lecture as per syllabus) will result in a grade of Zero (0). In addition, the
student will forfeit the opportunity of doing their presentation for the project also causing a Zero (0)
grade and causing the student to fail the class overall (50% of overall grade). If the student is more than
15 minutes late to class on the due date the student will forfeit their ability to hand in the GDD at all
resulting in Zero (0) grades for the GDD and the presentation grades and will fail the course. There are
no acceptable excuses for the major assignments covered in this syllabus to be late other than death or
dismemberment which will both require proof.
Presentation-All students will be required to give a 6+ minute “Pecha Kucha” style marketing
presentation based on their project. This presentation will require a 20 slide, 20 second per slide format
which will be explained further in the semester. This is NOT an optional portion of the class.
Presentations may be held in an alternate lecture hall and Game Design students in other classes may
attend as guests. Students must report at their regularly scheduled time and be dressed in “Business
Casual” attire for this presentation. Failure to report and be prepared for your presentations will result
in forfeiture of your GDD Grade and your Presentation grade resulting in a failing grade for the course.
There are no acceptable excuses for the major assignments covered in this syllabus to be late other than
death or dismemberment which will both require proof.
Attendance/Participation
Lateness will not be tolerated; there is a 3-4 minute window but do not make a habit of it, parking can
be a bad situation, so please be prepared for it. If you are late more than twice it will count as one
absence. Any more than two (2) total absences will result in failure of the course as is CCC policy, choose
your absences wisely, if you are absent the day of an exam or assignment a zero (0) grade will be given
for that quiz/exam/assignment. Breaks should be taken based on need and will be given during class
and attendance will be taken after breaks. Meals should be planned around class and breaks should NOT
be treated as lunch/breakfast, no food or drinks are allowed in the lab. (Example: 1 absence 2
lateness=failure; 1 absence 1 lateness=safe; 4 lateness=failure; 3 lateness 1 absence=failure)
Plagiarism/Piracy/Content -The Jungle Book Clause
Students found cheating on exams or plagiarizing on documents will automatically fail this course. Any
student caught using a piece of software or music illegally is also subject to automatic failure of the
course as well as any actions deemed necessary by the college. Any plagiarism on the GDD will result in
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higher disciplinary action leading to but not limited to expulsion. All class projects should avoid topics
regarding sex, religion and gratuitous violence and gore. If this causes uncertainty with your projects,
please see me for clarification.
Extra Help/Appointments
If you would like to meet, I recommend that you set up an appointment at least 3 days in advance.
Otherwise it would be best to contact me via email or to leave a message with Kim Reitano outside of
my normally scheduled hours. Anytime I do have a class you may consider this to be an open lab for
yourself pending space. Tutoring is available on the third floor of the library
(http://www.camdencc.edu/tutoring/) 856-227-7200 ext. 4275.
Public Discussion-AKA the Hample Clause
Any work involving class projects or activities (Attendance to events as a class or team) cannot be
discussed in public and/or online areas or arenas without a review from your instructor. This includes
blogging, FB updates and tweeting as well as posting on forums. The review process could be as little as
a conversation or email but please do not do anything to discredit any student or professional ties with
any outside affiliate to the college or the instructors. These relationships take years in some cases to
develop and could be condemned with a sentence or a small statement. If you have a question in
regards to this policy please ask for clarity. For clarity my lectures are the sole property of Ryan R
Morrison and may not be recorded accept by myself. These lectures are © Copyright 2012 by Ryan
Morrison. If you have any questions or special needs please ask immediately.
Internet/Social media section
Most assignments and class participation may be done through Facebook or the Game Design Guild
website. Each student is required to create a user name or use your existing account to communicate
within the class in this online environment. Extra credit and reminders will be given through this
medium throughout the semester. This is a private (to students only) area but please be aware of
anything you may post and please remember to sign out before you leave class for the day.
If you wish to watch/listen to anything during lab times you will be required to supply your own
headphones or not listen to anything at all. I reserve the right to play music/videos during lab for
general use but anyone who abuses the lab in this capacity will receive points off.
During lecture internet use is prohibited, unless otherwise instructed, as I expect your full attention. I
do not use handouts for all assignments as some are given during lecture only and notes are expected to
be taken. Headphones should not be in your ears during the lecture portion of class unless required
medically (proof will be required).