CISG222 Game Studio II - Prototyping, Playtesting and Production

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

I. Course Number and Title
CISG222 Game Studio II - Prototyping, Playtesting and Production
II. Number of Credits
4 credits
III. Minimum Number of Instructional Minutes Per Semester
3000 minutes
IV. Prerequisites
CISG221 (C or better)
Corequisites
None
V. Other Pertinent Information
Students will use the materials produced in CISG221 - Game Studio I, Concepts and Design, to develop their prototype.
VI. Catalog Course Description
Using the materials produced in CISG221 - Game Studio I, Concepts and Design, students will work in teams to build a fully functional digital game in accordance with best design practices, industry standard tools and procedures.
VII. Required Course Content and Direction
  1. Learning Goals:

    Course specific - The students will be able to:

    1. develop a working game prototype using a development tool of their choosing while working in design teams;
    2. demonstrate a working knowledge of usability testing, quality assurance testing, and the iterative design process by applying these skills to their prototype;
    3. create a portfolio of their work to show to potential employers; and;
    4. demonstrate knowledge about the game industry, including publishing, platforms, job roles, required skill sets, and professional networking.
  2. Planned Sequence of Topics and/or Learning Activities:

    1. Prototyping
    2. Game tuning
    3. Alpha testing
    4. Beta testing
    5. QA and usability testing
    6. Final product documentation
    7. Production scheduling
    8. Advanced project management
    9. Portfolio and resume development
  3. Assessment Methods for Core Learning Goals:

    This course is not in the Core.

    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.

  4. Reference, Resource, or Learning Materials to be used by Students:

    Departmentally selected textbook and/or readings. Details provided by instructor of each course section. See Course Format.
VIII. Teaching Methods Employed

Review/Approval Date - 2/08