Bachelors Level/Fourth Year/Eighth Semester/Science csit/eighth semester/game technology/syllabus

B.Sc Computer Science and Information Technology

Institute of Science and Technology, TU

Nature of the course: (Theory+Lab)

F.M: 60+20+20 P.M: 24+8+8

Credit Hrs: 3Hrs

Game Technology [CSC479]
Course Objective
i.
After completion of the course, students will learn.
ii.
basics of game development.
iii.
to design games.
iv.
to work as a game designer.
v.
to use Unity game editor and engine to develop games.
Course Description

This course is a practical and conceptual introduction to game design and development including basic ideas of game design, learn to design a game, and working as a game designer. This course will provide ample opportunities to try out concepts and theories to design, develop and test 2D and 3D games. The main platform will be Unity, a cross-platform game editor and engine widely in use by many companies in the game industry.

S1:Game Design Basics[12]
1
Role of the Game Designer: An Advocate for the Player, Passions and Skills, A Playcentric Design Process, Designing for Innovation; Structure of Games: Engaging the Player, The Sum of the Parts, Defining Games, Beyond Definitions; Working with Formal Elements: Players, Objectives, Procedures, Rules, Resources, Conflict, Boundaries, Outcome; Working with Dramatic Elements: Challenge, Play, Premise, Character, Story, World Building, The Dramatic Arc; Working with System Dynamics: Games as Systems, System Dynamics, Interacting with Systems, Tuning Game Systems
S2:Designing a Game[25]
1
Conceptualization: Where Do Ideas Come From, Alternative Methods, Editing and Refining, Turning Ideas into a Game, Ideas vs. Designs; Prototyping: Methods of Prototyping, Prototyping Your Original Game Idea, Making the Physical Prototype Better, Beyond the Physical Prototype; Digital Prototyping: Types, Designing Control Schemes, Selecting Viewpoints, Effective Interface Design, Prototyping Tools; Playtesting: Playtesting and Iterative Design, Recruiting Playtesters, Conducting a Playtesting Session, Methods of Playtesting, The Play Matrix, Taking Notes, Basic Usability Techniques, Data Gathering, Test Control Situations, Playtesting Practice; Functionality, Completeness, and Balance: What Are You Testing For? Is Your Game Functional? Is Your Game Internally Complete? Is Your Game Balanced? Techniques for Balancing Your Game; Fun and Accessibility: Is Your Game Fun? Improving Player Choices, Fun Killers, Beyond Fun, Is Your Game Accessible?
S3:Working as a Game Designer[8]
1
Team Structures: Team Structure, Developer’s Team, Publisher’s Team, Team Profile, All Contribute to the Design, Team Communication; Stages and Methods of Development: Stages, Using Agile Development; Communication your Designs: Visualization, Flowcharts, Tables and Spreadsheets, Concept Art, Description, Formats, Contents, Design Macros; Understanding the New Game Industry: Size, Platform for Distribution, Genres of Gameplay, Publishers, Developers, The Business of Game Publishing; Selling Yourself and Your Ideas to the Game Industry: Getting a Job at a Publisher or Developer, Pitching Your Original Ideas, Independent Production
References
1.
Tracy Fullerton, Game Design Workshop: A Playcentric Approach to Creating Innovative Games, Fourth Edition, CRC Press, 2019
2.
The Digital Gaming Handbook, Edited by Roberto Dillon, CRC Press, 2021
Labrotary Work
The Laboratory work includes designing and developing games using Unity game editor and engine.