| Home | ET13 - Game Prototyping (2D for Casual and Mobile Games using Game Maker) - Spring 2012 |
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David
Javelosa |
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notes |
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Syllabus, electronic, mobile and casual Game technology & history |
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Game Maker introduction, the basic componants |
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More Game Maker; sprite features, behaviors, GIF animation, rollover changes |
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Bringing sound into software projects, Audacity Concept DOCUMENT DUE |
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Hotspots, navigation, custom object structures, two approaches to interactive |
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Scoring, health, and life |
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Making runtime files and stand-alone games; title screen |
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Week 08 |
MIDTERM PROJECT DUE + storyboard |
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Development Process, Design Documentation, More Game Maker Actions |
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Interface, Health, Timing and Tiles |
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Asset Repurposing, Game Maker Language & Randomization |
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More Scripting Examples |
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Rapid Prototyping - Bad Game Design - Sound Functions |
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DESIGN DOCUMENT DUE, Cross Discipline Creativity, Rapid Prototyping cont. Introduction to MIDI technology for game music |
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MIDI files for Game Maker; Scripting: Beyond Behaviour Library, PROJECT DISCUSSION |
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Week 16 |
FINAL PROJECT DUE |
Course Description:
This computer-based course is focused on the design and implementation of successful prototypes for gaming platforms and the Internet. Students will learn the fundamentals of software authoring for these platforms including interactive story telling, navigation metaphors, technical constraints, gaming basics, and usability. Students will gain experience working with media (text, graphics, animation, video, and audio), using authoring environments, and writing scripts to control interactivity. Students will design and implement game and software titles that can be included in their portfolios.
Upon completion of the course, students will be able to:
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Design effective game prototypes. |
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Create game engines using visual authoring tools and writing scripts. |
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Describe the duties of the various members of a game development team. |
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Define the software design process. |
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Analyze and describe the game software production process. |
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Identify and assess production goals and requirements. |
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Analyze and evaluate technical constraints and how they affect interactive entertainment design. |
Student Learning Outcomes:
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Create, design and develop an effective, original game prototype. |
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Apply the software authoring process used in the interactive entertainment industry to an individual project. |
Prerequisites:
Prior exposure to electronic gaming - Advisory: ET42
Basic proficiency in Photoshop or similar graphic applications.
Recommended Skills::
Computer literacy course or equivalent. Familiarity with PC and OS, including files and folders, launching applications, opening and saving, cut, copy, and paste, use of the desktop, and an understanding of basic applications such as word processing. Computer novices are obligated to take serious measures to gain basic competency outside of this class.
UNITS: 3.0
Arranged Hours: This course requires 2 hours a week of arranged lab hours. They can be done off-site.
Textbooks:
REQUIRED:
On-line help and tutorial files in Game Maker
The Game Maker's Apprentice, Mark Overmars & Jacob Habgood, Apress, isbn 1-59059-615-3
RECOMMENDED:
Game Design Workshop: Designing, Playtesting and Prototyping Games, Fullerton, Tracy; Swain, Christopher and Hoffman, Steve, CMP Publishing, February 2004.
OPTIONAL (if available):
Sound and Music for Multimedia by David Javelosa, M&T Books/IDG Press
Materials and Supplies:
THIS COURSE WILL REQUIRE HEADPHONES IN CLASS.
You will need electronic media to backup and transport your work. Assignments and projects will be turned in on CD-rom, or electronically to the DROPBOX server if a reasonable size. All written assignments MUST be handed in as hard copy. All original illustration is to be computer printed or photocopied. No hand-done original work will be accepted. Reports must be professionally presented for a higher grade.
Methods of Presentation:
Lecture, discussion, demonstrations, hands-on projects, in-class computer lab
Grading is determined by participation and the timely completion of all assignments, projects and exams. Assignments and projects will be judged on technical execution and/or mastery of the underlying concepts. All coursework submitted must be original, completed solely by you.. Full attendance is especially necessary since the projects must reflect successful solutions to the design issues raised in class. A pattern of late arrivals to class may result in a lowered grade or being dropped after 2 missed classes. Assignments must be turned in on time, or the grade will be lowered. Final projects that are submitted late will NOT be accepted.
Students will be graded according to the originality of their approach to the medium, competence in planning, as well as, overall understanding and progress demonstrated in assignments, projects, tests and discussions. Projects are due on the date listed on the syllabus.
To receive full credit, all assignments are due on time. Students are responsible for submitting all work on time regardless of absence. Emailing late assignments is NOT allowed. A late assignment may be submitted in class one week after the due date with one grade drop. No assignments will be accepted after that. Students must complete 75% of the coursework, including the final project, to pass the course. Final projects that are submitted late will NOT be accepted.
A |
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90-100% |
Superior performance. Excellent achievement and craftsmanship in all work. Performs beyond course requirements. |
B |
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80-89% |
Above average performance. Consistent progress and craftsmanship. Meets all course requirements. |
C |
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70-79% |
Average performance. Minimum time and effort spent on coursework. Fulfills basic course requirements. |
D |
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60-69% |
Uneven performance. Minimal output and improvement in work. Requirements are only partially fulfilled. |
F |
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60% and below |
Fails to meet a minimum of performance levels. Does not exhibit achievement or progress. |
Withdrawal Policy:
Please note the drop dates for the current term listed at http://www.smc.edu/EnrollmentDevelopment/Admissions/Pages/Dates-and-Deadlines.aspx. The deadlines and dates for this term are also listed at the end of this syllabus.
After the eighth week of classes, students must have faculty approval and documentable extenuating circumstances to withdraw. Extenuating circumstances are unavoidable circumstances that prevent students from participating in further class activities and fulfilling remaining course requirements. Poor student performance in the course will NOTbe considered as an extenuating circumstance.
Holidays - No Classes
Spring Break - April, 9 - 14
Final Dates
| 2126 2:00p-5:05p T AET 107 |
June 5 , 2012 |
Classroom Policy:
The SMC Honor Code and Code of Academic Integrity, printed in the General Catalog, remind students of their responsibility to behave honestly and ethically. It is your responsibility to familiarize yourself with these codes. Please be extremely careful that you do not engage in any behavior that could even be construed as cheating. Outside of class, students are allowed to study together. However, copying another student's work is not acceptable. If the instructor determines that students have violated the SMC Honor Code and/or the Code of Academic Integrity, the students may be assigned no credit. Future occurrences could result in academic disciplinary action. During an exam, talking to another student, looking at another student's paper or computer screen, using cheat notes or mobile devices, etc. are not permitted.
Attendance
Students are expected to attend ALL class sessions, especially the first scheduled session. Lectures and hands-on demonstrations will not be repeated for individual students. Please make a commitment to be in class on time even if you have not completed the current assignment. You are responsible for notifying your instructor in advance of any absence or scheduling conflict. You may be dropped from the class if you miss more than two consecutive classes without notifying your instructor.
Classroom Policy
Food or drink is prohibited in the classroom with the exception of water bottles which are permitted as long as they remain closed and kept away from all equipment. Use of the computers for purposes other than the assignments for this class is not permitted. No cell phone or smart phone use will be permitted in the classroom. Please turn off all electronic devices prior to entering the classroom.
Recording of Class Lectures
In accordance with Section 78907 of the California Education Code, students shall not use any electronic listening or recording device in any classroom without the prior consent of the instructor, except as necessary to provide reasonable auxiliary aids and academic adjustments to disabled students.
College use of Student Work:
By participating in this course, you agree to allow your work to be used by Santa Monica College for promotional purposes. These uses include, but are not limited to, display in physical and web galleries, promotional video tapes, and printed promotional pieces. You retain complete rights to your work, and Santa Monica College may not use your work for non-promotional purposes without your prior agreement
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-Writing assignments
2 hard copy print outs (one to turn in, one to keep for class reference). Diagrams should be done on and printed from computer and securely attached. Work should be stapled or bound in a professional manner. Original illustration should be photocopied or computer printed. NO hand drawn originals!! Cover should display the date, your name, the assignment and the name of the project.
-Digital assginments:
Delivered on CDROM or if small enough should be placed in the server DROP BOX under the instructor's name, the class ET13, and the appropriate section and class assignment. The project files should be in a directory/folder with your name. Projects should be submitted as a .GM6 Gamemaker file AND a .EXE runtime file. ALWAYS MAKE BACKUPS!!!!!
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Week 01 Assignment |
Read Syllabus |
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Week 02 Assignment DUE WEEK 04 |
Concept DOCUMENT DUE - Storyboard included |
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Week 04 Assignment DUE WEEK 08 |
Midterm Project Presentations & Hand-in
- a new title concept - background, sprites and graphic elements - audio - Storyboard - navigation map
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Week 11 Assignment DUE WEEK 14 |
Design Documents Hand-in- project title concept - show navigation and sequence - satisfy list of design elements - chart main game mechanic - proof of concept with examples |
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Week 14 Assignment DUE WEEK 16 |
Final Project Presentations & Hand-in - new title demo based on project document & class work - contain title page, play scene, credits - be able to play your title! |
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Copyright © 2001-2012, David Javelosa unless otherwise stated. |