GAME 200 - Game Design
| JOHNSON COUNTY COMMUNITY COLLEGE |
| TECHNOLOGY DIVISION |
| GAME DEVELOPMENT |
| COURSE OUTLINE |
| Title: Game Design | Effective Term: Spring 2009 | |
| Number: GAME 200 | Credit Hours: 3 | Contact Hours: 3 |
| Course Type: Career | Lecture Hours: 3 | Lab Hours: 0 |
Description:
Students will refer to the history of video games to describe the
progression of development up to the modern forms of games available
today. Students will critically analyze video games and identify and
understand the thematic, visual, systematic, and geographical elements
that contribute to making a fun user experience. Abstract systems will be
introduced at the beginning of the course, and students will be invited to
give their own examples. Models will be shown early as references for
students when investigating specific video game structures later in the
course. Students will develop a common lattice of "game design patterns"
creating a common vocabulary and database. Creative habits and
professional attitudes will be discussed. 3 hrs. lecture/wk.
Associated Costs: These are additional (out-of-pocket) expense
considerations that students should expect in addition to the course
tuition, fees, and textbooks. $20 to $50.
Supplies: Refer to the instructor's course syllabus for details about any supplies that may be required.
Prerequisites: NONE
Textbook(s): For information see - http://bookstore.jccc.net
Course Fees: NONE
Course Objectives:
Upon successful completion of this course the student should be able to:
- Discuss the history of video games.
- Describe a variety of user experiences in game play.
- Explore and develop player motivation strategies.
- Describe types of games.
- Explore the design of the player avatar.
- Examine the relationship between stories and games.
- Explore the geography of a game environment.
- Explain the abstract systems “behind” the game.
- Survey and discuss the “foreground” structures of the game.
- Describe how external structure impacts the game.
- Demonstrate familiarity with the creative process.
- Contribute to a database of game design patterns.
- Cultivate professional, respectful personal habits in team development.
Content Outline & Competencies:
I. The History of Video Games A. Study the incremental development history B. Review a significant legal dispute C. Identify relationships between modern games and their early counterparts II. Understanding the Concept of Play A. Deliberate on the psychology of play from historical ideas to modern thinking B. Explain the “Theory of Learning” and its relevance to play C. Explore the psychology of “optimal” experience D. Reflect on, and observe children’s playground games E. Experience the learning of circus skills and their relationships to play theory and video games III. Player Motivation A. Discover how and why people play video games B. Develop techniques to motivate players IV. Abstract Systems of Games A. Describe game economies B. Explore game theory C. Illustrate cybernetic systems D. Explain resource management E. Investigate complexity issues V. Types of Games A. Investigate genre specific issues B. Distinguish between a toy and a game C. Describe first person shooters D. Explain management simulations E. Experience third person action adventures F. Play vehicle simulations G. Solve abstract puzzles VI. Design of the Player Avatar A. Survey popular characters B. Describe the avatar as a simulation C. Explain artistic issues D. Explore character traits E. Describe the relationship between avatar and camera VII. Geography of a Game Environment A. Examine pre-existing game environments B. Assess 2D and 3D games C. Distinguish between the screen, the camera and the world D. Explore technical limitations E. Describe gameplay goals VIII. Foreground Structures A. Explore spirals, folds, jumps, platforms, climbing and exposure B. Investigate fly-through and vista C. Observe flow, valves and pits D. Demonstrate how journals and maps enhance the play E. Determine placement of items within the world IX. External Structure and its Impact on the Game A. Decide how to end the game B. Explore the possibilities regarding death and lives C. Illustrate rounds, waves and levels D. Determine when and how to save and restore the game X. The Relationship Between Stories and Games A. Distinguish between story structure and game structure B. Development characters including the internal life of characters C. Investigate game pacing D. Describe the role of backstory XI. Video Games as a User Experience A. Describe how games fulfill fantasy B. Explain how they provide distraction C. Explore how games give affirmation D. Demonstrate how they help the user obtain control XII. Develop Game Design Patterns A. Study software patterns B. Explore game design patterns C. Contribute to a common database XIII. How to be a Good Game Designer A. Develop creative habits inside and outside the development process B. Investigate a creative process C. Practice teamwork D. Study something else to bring knowledge and experience to game design
Methods of Evaluation of Competencies:
Evaluation of student mastery of course competencies will be accomplished using the following methods:
Two written tests @ 33% 66 % of grade Final student created project or presentation 34 % of grade Total 100 % Grade Criteria: A = 90 - 100 % B = 80 - 89 % C = 70 - 79 % D = 60 - 69 % F = 0 - 59 %
Caveats:
- Students should be avid video game players.
Disabilities:
If you are a student with a disability, and if you will be requesting accommodations, it is your responsibility to contact Access Services. Access Services will recommend any appropriate accommodations to your professor and his/her director. The professor and director will identify for you which accommodations will be arranged.
JCCC provides a range of services to allow persons with disabilities to participate in educational programs and activities. If you desire support services, contact the office of Access Services for Students With Disabilities (913) 469-8500, ext. 3521 or TDD (913) 469-3885. The Access Services office is located in the Success Center on the second floor of the Student Center.

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