Game Design & Development I
CGR 125 Fall 2016 Instructor: Morrison
|Date/Class||Lecture Description/Name||Lab Plan||Assignment||Due|
Lecture: What is Game
Design? Ch 1
Read Ch.1 Challenges
|GDD Story-due 4/3/17
Lecture: Story Arcs Ch 13
Video Game History
|GDA2 Read Ch.13 Challenges||GDA1
Publisher Proposal Documents
Read Ch.1-3 GDE:PM
|Lecture: Atoms & Puzzles
Ch 2 &3
Read Ch.2/3 Challenges
Game Design Document
|Lecture: Digital to Physical
Elements of Chance Ch 3-5
|BG/CG Lab||GDD Read Ch.4-5 Challenges||PPD Due 1st Thing or 0
|Online Mid Term
Spring Break Next Week
Read Ch.4-6 GDE:PM
|Lecture: Strategic & Twitch Skill
Chance Ch 6-8
|GDD Lab Flowchart & Gantt Lab||GDD Read Ch.6-8 Challenges||GDA5
|Lecture: Additive & Subtractive Design Ch 14||Lab||GDA6 GDD
Read Ch.14 Challenges
|Lecture: UI, Games as Art/Tools, Serious Games, Casual & Social Ch16-21||Game Lab PechaKucha
|GDD Read Ch.16/17 Challenges||Story due 1st Thing or 0|
|Lecture: Project Mgmnt
Team Dynamics, Roles & Lifecycle Ch 1-8 GDE:PM
|GDD Lab Pecha Kucha Examples||GDA7 GDD Read Ch.18-21 Chall||GDA6
|Roles & Lifecycle
Ch 1-8 GDE:PM
|Final Exam Review
Beyond Game I
|Interactive Lab||GDD PK
Read Ch.7-8 GDE:PM
|Final Exam – Late = 0
|Lab||PK||GDD Due 1st Thing or 0|
|Comment on presentations||None||Pecha Kucha
Camden County College
Course title: Game Design & Development I CGR -125
Department/Program Affiliation: Computer Studies/Computer Graphics
Date of Last Revision: January 2011
Contact Hours: Lecture 3
Prerequisites: CGR-111 Computer Graphic Design I
Course Description/Goals: This course will introduce the student to basic game theory (including game-play 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:
- Explain the historical perspective of game design, fundamentals of the concepts, and current state of the industry and market trends.
- Understanding the development and creation of computer games.
- Demonstrate an understanding of how the game design process works.
- Understand the elements needed for game design documentation.
- Identify key terms that apply to game design.
- Demonstrate familiarity with equipment (hardware and software applications that will be shown in class).
- Make critical judgment of their own and other works based on usage of software programs and design skills.
- Introduction of game development
- The history of game development
- Basic building blocks of a game
- Elements of designing a game
- Game design interface
- Game design documentation
- Game play
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.
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:
v A Superior indicates superior achievement and mastery of the subject
v B Good indicates consistent achievement that demonstrates an understanding of the subject for continued study in the discipline.
v C Average indicates satisfactory achievement that demonstrates an understanding of the subject sufficient for continued study in the discipline.
v D Poor indicates performance suggesting little aptitude or application on the part of the student in that particular course. This grade will not transfer.
v F Failure indicates an insufficient understanding of the basic elements of the course.
Back Up materials-Flash Drive etc.
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
v Email: firstname.lastname@example.org
- Recommended leave 1-2 day window for response.
v 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: Mon Tue Wed 5:30p to 8p
I can meet by appointment only. Unless there is a special event these are the only times I am on campus. I can arrive prior to classes or after classes but you MUST set an appointment. I have an office in Woodbury that I am also occasionally available in.
v Challenges for Game Designers
by Brenda Brathwaite (Romero) & Ian Schreiber
v Game Development Essentials: Game Project Management
By John Hight & Jeannie Novak
The books are not needed until week 2 at the earliest so you have time.
v Get in the Game: Careers in the Game industry by Marc Mencher (ISBN: 0-7357-1307-3)
v Game Design: The Art & Business of Creating Games by Bob Bates (ISBN: 0-7615-3165-3)
v The Game production handbook by Heather Chandler (ISBN: 1-58450-416-1)
v Game Writing: narrative skills for videogames by Chris Bateman (ISBN: 1-5845-490-0)
v Game Theory and Practice by Richard Rouse III (2nd Ed) (ISBN: 9-78155-62291-21)
Flash Drive for multiple backups
Notebook for Notes
PC/MAC for home use (depending on discipline of study)
1 or more game consoles for home use
TIME for your assignments and computer usage
v Game Design Assignments 15%
v Exams (2) 20%
v Project proposal Document (PPD) 10%*
v Game Design Document (GDD) 45%*
v Presentation 10%*
v A 100%-90%
v B 89%-80%
v C 79%-70%
v D 70%-64%
v 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 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.
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 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.
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).
Acceptable Use policy of Camden County College-AKA the Mason Clause
I would like to highlight the following from the policy.
Acceptable Use Policies
1. Access to and use of Camden County College’s information technologies by users is an affirmation that they accept the terms of Camden County College’s Acceptable Use of Information Technology (3/98, Fall 03), Printing Policy For Computer Open Access Facilities (4/03), and Student Responsibilities and Acceptable Use of Information Technology. These policies are posted in all College computer public access facilities, in the Student Handbook and on the College’s website at: www.camdencc.edu/oit/studentAUITSpring2005.docand
2. Access and use of the College’s information technologies is granted only for academic purposes. The following constitutes academic purposes:
a. Completion of coursework as assigned by faculty;
b. Assigned research and/or limited independent research; and
c. Participation in campus sanctioned activities.
3. Users granted access to College information technologies shall adhere to the following rules, responsibilities and acceptable use in five categories:
a. Access to Resources/Authorized Use/Security;
b. Academic Etiquette;
c. Misuse of Resources;
d. Privacy; and
Access to Resources/Authorized Use/Security
3.1 Student User Accounts (e.g. email, Web Advisor) are granted to support the instructional process, facilitate communications
in academic endeavors and promote information sharing on projects and class assignments.
3.2 Students are responsible for their own data and accounts (financial information, Social Security numbers, etc.)
Students must not allow any person to use their passwords or to share their accounts. It is the student’s responsibility
to protect their account from unauthorized use by changing passwords periodically and using passwords that are not
easily guessed. The College is not responsible for lost data or work.
3.3 All users must sign in and present valid identification. Non-students must obtain guest cards from the Department of
3.4 Use of computers is on a first-come, first-served basis unless otherwise specified by a computing resource area.
3.5 No user may enter and use lab facilities unless supervisory personnel are present.