CISG112 Foundations of Game Design

Department of Science, Technology, Engineering & Mathematics: Computer/Information Science

I. Course Number and Title
CISG112 Foundations of Game Design
II. Number of Credits
3 credits
III. Minimum Number of Instructional Minutes Per Semester
2250
IV. Prerequisites
CISG102 (C or better)
Corequisites
CISC115
V. Other Pertinent Information
None
VI. Catalog Course Description
This course introduces the foundations of digital game design from both a theoretical and practical perspective. Students will apply solid game design and software engineering practices to complete lab assignments. They will work in teams to develop a simple original game which will undergo peer and instructor evaluation.
VII. Required Course Content and Direction
  1. Learning Goals:

    1. Course
    2. Students will:
      1. apply game programming ability using game design engines;
      2. incorporate essential game design and software engineering concepts in the completion of lab assignments;
      3. collaborate as a member of a design team to develop a functional prototype of an original casual game;
      4. demonstrate understanding of "Best Practices" in game design in lab assignments and group project;
      5. define the roles of a game design development team and delegate group work in accordance with those roles; and
      6. contribute to a class wiki and utilize other game wikis as collaborative learning tools.

    3. Core (if applicable)
    4. This course is not included in the Core.
  2. Planned Sequence of Topics and/or Learning Activities:

    1. Game Software
      1. Introduction to Scripts
      2. Core Classes
      3. Basic Game Classes
      4. Gameplay Classes
      5. Mission Objects
      6. Game Setup Scripting
      7. Gameplay Scripting
      8. Special Effects
      9. Standard Game Engine GUI Controls
      10. Game Interfaces

    2. Stages of the Design Process
      1. Concept Stage
      2. Brainstorming
      3. Genre Identification
      4. Target Audience Identification
      5. Elaboration (Development) Stage

    3. Primary Gameplay Mode Definition
    4. Character Definition
    5. Core Mechanics Design
    6. Documentation
    7. Portfolio Development
  3. Assessment Methods for Core Learning Goals:

    1. Course
    2. All Discipline-Specific Course Objectives will be assessed as follows:

      The student will apply game design concepts and principles to solve problems. Formal assessment will consist of open-ended questions reflecting theoretical and applied situations, as well as laboratory exercises and development of games for education and recreation.


    3. Core (if applicable)
    4. This course is not included in the Core.
  4. Reference, Resource, or Learning Materials to be used by Students:

    Departmentally selected textbook and/or readings. Details provided by the instructor of each course section. See Course Format.
VIII. Teaching Methods Employed
Use of lecture and hands-on demonstrations will be augmented at individual teacher's discretion.

Review/Approval Date - 2/08