Game Design Curriculum
Specializations
Students combine the programs focus on production with two of three specializations below, to develop a professional-quality online portfolio that demonstrates a thorough understanding of game design.
*Students choose 2 of 3 streams in terms 3 and 4
- Game Art Stream
- Level Design Stream
- Programming Stream
Term 1 Course Descriptions
Students are exposed to the fundamentals of game theory; unpacking the principles that make games, such as chess, dice, and cards, popular across centuries and cultures. Building on this base, students analyze contemporary non-digital games and discuss the risk/reward, captured through von Neumann’s minimax theory. The result of this class is the development of an analog game prototype.
In Board Game Practical, students will learn to play games like a designer. They will familiarize themselves with analog games and use this as a space to grow their own design sensibilities. They will gain more terms to help communicate their design ideas and describe games. They will analyze what makes a game fun by experiencing as many as we can, while emphasizing critical thought. Board Game Practical ties into Board Game Theory by familiarizing students with popular board games as a point of reference for terms and design lessons learned.
This course introduces students to the Pre-Production Process. The Pre-Production Process is one of the most vital steps in the creation of new intellectual property. Whether in film, television, or videogames, this process is the visionary step that will maps out the building blocks of a future project. Throughout the duration of this course, students will learn how to utilize the fundamental tools necessary for brainstorming, rapid visualization, and creative design as it applies to a variety of fields. Students will be exposed to a high-paced process that borrows from many different disciplines. Students will also be invited to create beyond these boundaries, using any previsualization tool with which they are comfortable. As the preproduction process requires multiple disciplines, students will learn to communicate and delegate within a creative team structure that invites individual strengths to contribute to a greater goal.
Interactive entertainment software is one of the more intense and creative forms of software development. This course covers the fundamental concepts and processes involved with the various stages of creating high quality entertainment software titles. The course will consist of discussions and in-class exercises.
Contemporary entertainment franchises are not limited by the storytelling constraints of one medium. This course examines how different media can be used as part of a unified story strategy that leverages the strengths of each, while capitalizing on the potential of the whole.
In this level design course, students will learn fundamental theory, as well as some general game design theory. This course covers the basics of how to work within the Unreal Engine and students will plan levels around the game’s mechanics by creating supporting documents, understanding the game’s mechanics, and whiteboxing levels in Unreal.
This course begins with the fundamentals of basic programming using the C# language, including data types, logic flow control, conditions, loops, functions, classes , and objects. It explores game-related concerns such as the game loop, rules, and game object design and implementation.
Art skills are required for building great game experiences. From ‘Minecraft’ to ‘Battlefield’, art brings game concepts to life. In Game Art 1, students explore the fundamentals of non-destructive asset workflow in Photoshop and are introduced to Maya. Using Maya, students are introduced to hard surface modeling and the High to Low workflow that is standard in industry. Students learn best practices and time-saving techniques they can apply in their own games. By the end of Game Art 1, students will be comfortable with reference gatherings, the core Photoshop and Maya toolsets used in game art creation, will have made several game-ready assets, and will have learnt the process to integrate them into Unity3D and Unreal. Game Art 1 will significantly enhance the quality of students’ game art projects and portfolios.
The purpose of this course is to introduce students to the essential skills needed to create professional level technical communications. Beginning with the basics of what constitutes as excellent presentation, students will learn how to compose engaging presentations. The final assignment for this course is the writing and presentation of a technical topic which will be presented formally to the class. The written document will be suitable to include as a portfolio piece to indicate that the student is adept at writing at a professional technical level.
Term 2 Course Descriptions
Game Art 2 expands upon the curriculum introduced in Game Art 1 by introducing more advanced concepts in Maya as well as Substance Painter, a powerful texturing tool used in the game industry. Using Maya, students will be introduced to organic character modeling and UV unwrapping, whereas using Substance Painter students will learn the High to Low baking pipeline and the principles of physically based rendering (PBR), the new standard in the game industry. Students will continue learning and using the pipelines that allow them to bring their content into Unity3D and Unreal.
In 2021 the mobile gaming market was worth 119 billion. With the dizzying rate of technological progress and the increasing disruptions to business models in mobile & social games it can be a challenge to stay on top of trends. In this course students will be shown the cutting edge design techniques that world-class game studios, both massive and indie, use to achieve success in this hyper competitive market. They will be taught how to utilize big data analysis, brainstorm viral game concepts, and most importantly design mobile & social games that are high-quality and fun
Term 3 Course Descriptions
Term 4 Course Descriptions
Term 5 Course Descriptions
Project Development allows students to work solo or in teams to develop their final projects. Set blocks are designated as mentored time. During mentored blocks, industry-based instructors and advisors with varied disciplines will be in the classroom to evaluate student work, discuss difficulties, give advice to help with technical or artistic elements, and monitor students’ progress towards major deliverables and milestones.
These deliverables include all goals set out during Term 4 and will be presented to instructors for Green Light approval. Once the project is underway, its progress will be evaluated on an ongoing basis for course correction, scaling, rescoping, or other required changes up to its completion in Terms 5 and 6.
The final deliverables include a playable, functional game/app, trailer, and screenshots.
Term 6 Course Descriptions
Post Mortem establishes core foundation skills in the area of conducting a project post mortem. In this course students learn how to plan and conduct a post mortem. They learn the key inputs and outputs of a post mortem and discover how future game development projects can use the derived information.
This course includes lectures and a mentored practical assignment using the student’s industry project.