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IT 518 Game Design and Development Syllabus

Instructors: Office: Phone: Email: Description

An introduction to tools and techniques used in computer game design & development, and applications for entertainment games, serious games, and business simulations. Includes an analysis of the concepts and tools used computer game artificial intelligence, interaction of three-dimensional objects, story-boarding, and other areas. Students will have the opportunity to work with computer game engines, editors, and programming languages used in the professional game development community.

Learning Outcomes: After completing the course, the student will be able to:
follow directions to create a game display data using game design and development techniques identify and describe a game application using the language of game design and development . exercise the skills of analysis, design, and implementation to create a game explain the elements of of a game for entertainment purposes, serious purposes, and business simulations use collected data to answer the question: What applications are appropriate for game simulations? construct a game create a series of steps to be used to create a game interpret the results of a game application use a game editor or programming language to create a game

IT-500, IT-510, or Instructor permission.

Text Books/Web Sites/Software

oftware, Website Tutorials, and other materials TBA

Understand the similarities and differences between computer games and human behavioral simulations, such as those found in business, education and other human behavioral activities. Know the major components used in the construction of computer games, such as graphical user interfaces, processing, and data storage. Experience the major type of computer game categories, such as individual games, group games, and massive

multi player games. Experience the use of a range of computer game editors and programming languages such as the UDK3 editor, the Unity editor, Python, and HTML5.0. Experience the use of story-boarding and other game production techniques used in the development of computer games as they apply to human behavior simulations. Be able to articulate the major requirements of a proposed human behavior simulation which will include specific rules to emulate the business environment or other identifiable group environments. Understand the range of ethical and legal issues involved in the creation and use of computer simulations.

Mid-Term Exam: 25% Final Exam: 25% Group Projects: 40% Assignments and Class Participation: 10%

In order for the class to proceed smoothly, and be interesting, it is essential that you actively participate in the class. There are no stupid questions in this class. Class attendance is required, 3 or more unexcused absences are cause for withdrawal from the course. No late assignments (including the term project) are accepted. No exception! This course is reading and project intensive. While the concepts are not difficult, there are plenty to do and learn. Students should be expected to spend a minimum of 4-6 hours per week outside of class.

A = 93-100, A- = 90-92, B+ = 89-87, B = 86-83, B- = 80-82 and C below 80

Term Project
An important approach in this course is to build your ability to create a proposal and plan for a business simulation or other type of simulation which approximates the student's interest in business, including rationale for a particular simulation model and a representative prototype.

Project Documents
The Production Plan - include executive summary, high-concept paper, and project time lines. Engine Selection the selected game simulation engine for the proposed project along with its advantages and disadvantages. Story Board a story board of the proposed simulation showing the major experiential components. Staff Requirements - the educational and skill requirements of staff needed in to implement the proposed simulation. Cost Analysis an analysis of the cost to develop the proposed simulation. Simulation Testing methods and techniques to be used in the quality assurance of the simulation.

Group Project Presentations

Week 4 Proposal of Business Simulation project with work schedule. Week 6 Progress of simulation analysis, design. Week 8 Progress of simulation analysis, design, and prototype implementation. Week 10 Final presentation of simulation.

You must respect the laws related to copyright and should not use any material, even if modified, for which you do not have the copyright by virtue of written permission or legal license. If the materials you are using are not original and is not from a public domain, it should be adhere strictly to the educational fair use doctrine and it should not be used outside your school project.

Course Schedule
Note: As instructors, we reserve the right to modify this schedule to address course dynamics and student needs. It is up to the student to keep track of these changes.

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Course overview, student backgrounds, professor background, Introduction to applications of computer game technology A history of simulations and the computer's contribution to that activity, simulation with game technologies

Reading / Assignment

Assignment 1 Computer game simulation genres, fundamental structures, Assignment 2 success models Game editors and programming languages Presentation 1 Game editors and programming languages continued, artificial Assignment 3 intelligence, and interactive 3D modeling The UDK2 gaming engine and design/development environment Presentation 2 Alternative gaming engines and editors, more on AI, and business Mid-Term Exam simulation models Project documentation, storyboarding, and design Presentation 3 Project documentation, coding, and quality assurance Assignment 4 Software testing and maintenance Final Presentation Final Projects Review Week. Final Examination Final Project Documents due

Academic Honesty Policy: Southern New Hampshire University requires all students to adhere to high standards of integrity in their academic work. Activities such as plagiarism and cheating are not condoned by the university. Students involved in such activities are subject to serious disciplinary action. Plagiarism is defined as the use, either by paraphrase or direct quotation, of the published or unpublished work of another without full and clear acknowledgement. Cheating includes the giving or receiving of unauthorized assistance on quizzes, examinations or written assignments from any source not approved by the instructor. For a full definition of academic dishonesty please refer to the undergraduate catalog, graduate catalog or CE bulletin.

Copyright Policy: Southern New Hampshire University abides by the provisions of United States Copyright Act (Title 17 of the United States Code). Any person who infringes the copyright law is liable. The Copyright Policy can be secured from the Library Director and is accessible (under Guides/Tutorials) on the Shapiro Library web pages.

ADA/504 Compliance Statement: Southern New Hampshire University is committed to and concerned with meeting the needs of students challenged by physical, sensory, psychiatric and/or learning disabilities. At the beginning of each term, or as soon as you become aware of a disability, we encourage you to request those accommodations which you need to meet your academic goals. To ensure that all of your needs are met, the University recommends that you meet with one of the following individuals who will assist you in making contact with appropriate faculty members and support services staff regarding accommodations: Compliance, grievance or legal issues: Jet Goldberg Coordinator of Counseling Services Wellness Center 603-645-9679 Support, guidelines, or general issues: Hyla Jaffe Director of Disability Services Exeter Hall - CLASS Suite 101 603-668-2211 x2386 h.jaffe@snhu.ed

Attendance Policy Statement: It is the responsibility of each student to attend all of the scheduled class meetings in a given course. Faculty members may withdraw a student because of absence from class. In those circumstances when students can not attend a scheduled class, they must understand that the faculty member is not obligated to excuse the absence, and such absences may result in withdrawal. Library Resources Statement: In addition to the intellectual resources available on site and online (, Shapiro Library makes available group and one-on-one instruction in information literacy, enabling students to define and articulate what knowledge-based resources are relevant to their research interests. Library staff are available to assist students in effectively and efficiently accessing information from credible sources, to compare new knowledge with prior beliefs, and to consider the related ethical, legal, and socio-economic issues that are inherent in scholarly investigation. Blackboard: The use of Blackboard is required in this course. Blackboard is the free software that the university uses to enhance learning. It is available through a web browse at Instruction on how we will use Blackboard will be covered in class. Research Paper Citation Guidelines: The School of Business recognizes the American Psychological Association (APA) citation guidelines as the standard to be used in all business courses