CLASS NOTES:
DB100 Introduction To Data Base
 
 

 

SAMPLE SYLLABUS! (For reference only - not an official syllabus.)
 
 
OVERVIEW:
 

7/1/04

MINNESOTA SCHOOL OF BUSINESS GLOBE COLLEGE TECHNICAL COURSE SYLLABUS
COURSE NUMBER: GD150 COURSE TITLE: GAME INTERFACE DESIGN & THEORY
COURSE LENGTH: 12 WEEKS CREDIT HOURS: 3
PREREQUISITES: GD100 CONTACT HOURS: 40 (LECTURE 20/ LAB 20)
TEXT: Game Design Workshop: Designing, Prototyping and Playtesting Games, Fullerton, Swain and Hoffman; CMP Books 2004, ISBN: 1-57820-222-1

 

COURSE DESCRIPTION: This course will teach students the details of structured game interface design and game theory. The areas of study will include design issues for a variety of genres and platforms, user interfaces, and game design documents. The course will also cover game balancing techniques, game structure and game mechanics.

COURSE OBJECTIVES: Upon completion of this course the student will be able to:

 

 
1.
Examine the design principles underlying games.  
 
2.
To analyze operations and terminology involved in designing a game.  
 
3.
Demonstrate the use of design documents.  
 
4.
Evaluate the pre-production, production, post-production process of creating a game.  
 
5.
Examine the use of modular game design.  
 
6.
Analyze prototypes, playtesting, and level design.  
 
7.
Analyze the trade-offs of game design and game genres.  
 
8
Effectively present game interface and game theory concepts.  
 
9
Identify and discuss the team positions for implementing a game.  
 
10
Gain an understanding of prototyping a game using development tools.  
Week 1 Week 2 Game Design Theory Chapter 2 World Building Sections 2.0-2.7 Game Balancing Game Mechanics Meta-Game Week 3 Game Design Theory Chapter 2 Trade-Offs of Game Design Sections 2.8-2.12 Pacing in Action Games Licensed Properties Warning Signs of Faulty Game Design Level Design

 
COURSE OUTLINE
 
 
Topic(s) and Class Activities
Required Reading
 
Week #1
Introduction to Game Design
Ch. 1 & 2
Week #2
Formal Design Elements
Ch. 3
Week #3
Dramatic Design Elements
Ch. 4
Week #4
Conceptualization
Ch. 6 - Assignment 1
Week #5
Prototyping
Ch. 7
Week #6
Control & Interface Design
Ch. 11
Week #7
Functionality, Completeness, and Balance
Ch. 9 - Assignment 2
Week #8
Fun & Accessibility
Ch. 10
Week #9
Playtesting
Ch. 8
Week #10
Design Documents
Ch. 14 Assignment 3
Week #11
Design Documents
Ch. 14
Week #12
Nothing
Final Project Due

EVALUATION METHODS AND GRADE SCALE:

  Participation 100 Points
  Assignments 150 Points
  Final Project 50 Points
     
  Total Points 300 Points

GRADING:

  90-100% A
  80-89% B
  70-79% C
  60-69% D
  0-59% F

ATTENDANCE POLICY:
Excellent attendance is necessary to earn a passing grade in this class. Attendance will be taken promptly at the beginning of each class, and will be updated as necessary until the end of each class

  6 hours of absences (or more) will result in a grade drop of one letter grade.
10 hours of absence (or more) will result in a failing grade.
 

PARTICIPATION:
Attendance, upnctuality, preparedness and participation during in-class exercises are worth 4 points per class. The participation grade reflects a student's dedication and resolve in applying themselves to the course material in a timely manner..

ASSIGNMENTS:
Students are responsible for completing each of the three assignments in groups of 2-3 (although there will be some individual deliverables). These assignments are worth 50 points each, and will contribute toward the development of the final design documents project.

FINAL PROJECT:
The last two weeks of this class will be dedicated to the completion of student design document final projects. These documents will reflect the student's ability to identify, address and iteratively improve upon the important design issues related to their game design. These documents will be approximately 20 pages (or more) in length and may be completed in groups of 2-3 (although again, there will be some individual deliverables).

SUPPLIES REQUIRED:
One USB drive.
Notebook
Pen or pencils

     
 
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