Instructor
Dawn Nye
Office Hours
By appointment (Noyce 2811). Let me know the day before you want to meet (or earlier), and we can make something work. I also keep late hours and will usually answer Teams messages and emails late into the night.
Mentor
Michael O’Connor
Mentor Sessions
W 7-8 PM at Noyce 3819
Meeting Times
MWF 1:00-1:50 PM at Noyce 3819
Course Description
This course will provide students with a broad range of experiences in game design, software development, AI, computer graphics, and oration all aimed at video game development. Students will, over the course of the semester, prototype a video game of their own design in small groups using the programming techniques and design philosophies presented in the class. These topics will include, but are not limited to, core game loop structures, game software architecture, 2D/3D movement, collision detection, AI movement/steering behaviors, AI coordination and decision making, tactical vs strategic planning, turn-based vs real-time behaviors, and game platforms such as MonoGame, Unity, Unreal, and so on.
In addition, student groups will give several oral presentations during the class. They will have the opportunity to pitch their game in a number of simulated scenarios, including a short ‘elevator pitch’ as well as in a more formal mock interview setting.
Topics and Readings
Below are the (immediately) upcoming and previous topics we will cover in class. More will be added as the semester advances.
Course Outline
Course topics will eventually include (approximately in the order presented) but are not limited to:
- Video game history
- Game design
- Game pitches
- Video game design/documentation
- Video game software architecture
- 2D game platforms
- Core rendering techniques
- Core platform architecture
- 2D movement and collision detection
- 3D game platforms
- Core rendering techniques
- Core platform architecture
- 3D movement and collision detection
- Animation
- Input/output management
- Kinetic vs dynamic movement
- AI mathematical foundations
- AI kinetic movement and dynamics steering behaviors
- AI movement coordination and group decision making
- Pathfinding
- Tactical vs strategic planning
- Turing-based AI vs real-time AI
- A final game prototype presentation
Course Objectives
- Students will learn to create a game pitch document and pitch presentation
- Students will learn to create a well-written game design document
- Students will prototype a game of their own design using their game design document
- Students will understand basic game architecture paradigms and concepts such as:
- Core game loops independent of concrete implementation
- Input/output management
- Movement
- Physics
- Shaders
- AI
- Students will learn how to incorporate AI into computer games with the opportunity to utilize more advanced AI techniques upon interest