TC445 Digital Game Design

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This is the syllabus for the Spring 2008 offering of TC445.

Overview

TC445 is an introduction the exciting field of computer game design. The course blends high-level concepts with hands-on instruction and activities. The course focuses on game design, architecture, and creation concepts related to the development of interactive digital games.

Topics covered will include Anatomy of a Game, Types of games, Game design theory and concepts, Game algorithms, Game delivery environments, and the game industry. Hands-on activities include game testing, creation of several small games, and the creation of a sizeable game. Game design teams are formed based on complementary skill sets to work on game creation. We use Torque Game Builder 2D as our primary game engine for many of the projects in the course. We also discuss a variety of other game engines and development tools.

This course is usually taught in the Spring semester.

Prerequisites:

  • Undergraduate Students
    • Member of the Game Specialization or (TC240 and TC346 and Completion of Tier I writing requirement)
  • Graduate Students
    • TC840 or equivalent experience highly recommended
  • Assumes Knowledge of:
    • Experience with gaming on Internet, Windows/Macintosh, and Game Consoles a plus.
    • You need to have a basic understanding of programming concepts (variables, conditionals, functions).
    • Basic Audio Production and some sound editting software (TC240, TC840)
    • Basic Web Design and some web authoring tool (TC240/TC346, TC840)
    • Basic Graphic Design and Photoshop (TC240, TC840)
    • Know how to write (Tier 1 writing prereq)

Philosophy

This course may be different from those you have taken in the past. You may view my teaching philosophy for more details.

Contact Information and Office Hours:

Brian Winn
Email: winnb@msu.edu
Office: 420 Comm Arts Bldg.
GEL Lab: 253 Comm Arts Bldg.
Phone: 353-5497

Usually the best way to reach me is through email. I prefer that all questions relating to class materials be ask either on the class web site, in person, or through email.

Office hours will be held during the following times:

Brian Winn in room 420
Thursday 1:30-3:30
or by appointment

Charles Roman in room 242 (in lab)
Friday 1:30-3:30
or by appointment

Course Web Site

The primary method of out of class communication is the course website. The instructor will use it to post reminders, announcements, and other information. It is your responsibility to check the regularly (daily if possible) for lecture and lab announcements.

Reading and Reference Materials

The following books will be used throughout the course for required reading assignments:

Game Design and Development: Fundamentals of Game Design
by Ernest Adams and Andrew Rollings
ISBN 0-13-168747-6
Publisher: Pearson

Additional reading and reference materials will be distributed in class or available on the web.

Other Course Materials

In addition to your student AFS storage space, it is highly suggested that you have an additional method of storing your course work. Availabe storage methods in the lab include:

  • USB Flash Drive
  • Portable Hard Drive or iPod
  • CD-RW (650 MB)
  • DVD-RW Media (5GB)

The storage media is available from several computer and office stores around town. You can also purchase them from online store, such as Amazon.com.

Attendance

Lecture Times:

Monday 4:10-6:00p (CAS 155)

Lab Times:
Tuesday 12:40p-2:30p (CAS 242 - Section 1)
Tuesday 3:00p-4:50p (CAS 242 - Section 2)

Attendance is required on all lecture and lab days. There are no makeups. If you must miss a class, check the Web pages for what you have missed and ask a friend in the class. The class includes lecture, discussion, and demonstrations.

If you already know the material that is being covered, please participate in the teaching process, rather than leaving or sitting there feeling bored. Let us know of your expertise as we go along and we will include you as an expert.

Religious Observance: If you wish to be absent from class to observe a religious holiday, make arrangements in advance with the instructor.

Missing Class to Participate in a Required Activity: To be excused from this class to participate in a required activity for another course or a university-sanctioned event, you must provide the instructor with adequate advanced notice and a written authorization from the faculty member of the other course or from a university administrator.

Outside of Class

Most assignments require you to do work outside of class time. Many assignment also require you to use computers with media authoring software. While, in most cases, you may use whatever media authoring software you wish to accomplish the task, there are certain cases where you must use specific software. This software will be available in the 242 Lab, where we hold the formal class labs. Check the for open hours to see when no classes are in the lab.

Please also note the Acceptable Use of MSU equipment and services.

Grading

All assignments will be graded on a 4.0 scale. While each assignment may receive fractional grades (ex: 3.78), the final class grade will be rounded to the nearest 0.5 increment (ex: 3.0, 3.5, 4.0).

For each assignment, we will layout the guidelines of what we will be grading on. In general, we will be looking for well thought out work with attention to detail, as is expected of graduate students. The grading standards are based on an industry-quality measure.

We will provide a base-level of feedback on our grading. Additional feedback will be available by request.

Policy on Late Work: Assignments must be turned in sometime during the day they are due. We may begin grading them as early as 8am the next morning. Assignments that are one day to one week late will be marked down one full point (i.e., if it was a 4.0, it is a 3.0, etc). Assignments that are more than one week late will be marked down an additional full grade point. If the assignment is not turned in by the end of finals week, you will receive a 0.0 on that assignment.

You must make every effort to submit your assignments on time. However, we recognize that technology problems can get in the way of submitting a project on time. And we recognize that multimedia design always takes longer than one expects.

With this said, there are at least three good reasons that you should turn assignments in on time:

  • There is a lot of work in the course, if you procrastinate on assignments, you will not be able to catch up.
  • The assignments are not just busy work. By doing the assignments, you will be gaining valuable knowledge and skills. Further, each assignment builds upon the knowledge and skills of the previous one.
  • We will have time to provide feedback to you on how to improve your work, which you can apply to your future assignments.

The one exception to this rule is in class presentations. You must be ready to present on the date you are assigned to present. The presentation will be rescheduled only in extreme circumstances.

Academic Honesty

Academic Honesty: Article 2.3.3 of the Academic Freedom Report states that "the student shares with the faculty the responsibility for maintaining the integrity of scholarship, grades, and professional standards." In addition, the Department of Telecommunicatoin adheres to the policies on academic honesty as specified in General Student Regulations 1.0, Protection of Scholarship and Grades, and in the all-University Policy on Integrity of Scholarship and Grades, which are included in Spartan Life; Student Handbook and Resource Guide.

Plagiarize: Copying material and claiming it as your own is considered plagiarism. Make sure you cite all of your sources and give credit where credit is due.Students who plagiarize may receive a 0.0 on the assignment or fail the course.

Copyright: Most material developed by others is protected by the Copyright Act. There are guidelines available for "fair use" of copyrighted material for education. Make sure you adhere to these fairly restrictive guidelines. And once again, give credit where credit is due.

If you plan to use your project outside of the class setting, make sure you receive permission from the copyright holder for all copyrighted material.

Submitting Work from Other Classes: The Digital Media Art and Technology courses in the College of Communication Arts and Sciences are creative courses. It is not acceptable to turn in the same creative assignment to more than one course. (If you wish to do a larger project that counts for two different courses, please ask permission of the instructors.) It is not acceptable to turn in the same creative assignment in two different semesters. DMAT faculty talk to each other often, and outstanding projects are shown at the annual DMAT Student Showcase. If we discover the same assignment being turned in to more than one course without prior instructor approval, the project grade will revert to 0.0.

Classroom Courtesy

The classroom is a community, and, as such, the instructor requires that the students must follow several basic guidelines:

Cell Phones: The instructor has a strict no cell phone policy (this includes pager’s and PDA phones) during class time. If you have a cell phone, be absolutely sure that it is turned off during class. If any student engages in a phone discussion during class, they will be immediately asked to leave.

Late Arrival: The instructor understands that there are often unpredictable events that prevent students from arriving to class on time. If this is the case, please be respectful of others, and enter the class as quietly as possible.

Departing Early: It is extremely rude and oftentimes disruptive to both fellow classmates and the instructor when students leave early without a genuine reason. If you know in advance that you are going to be forced to leave the class early, be absolutely sure that you take a seat as close to the exit as possible so that when you do leave, your departure will cause a minimum of disruption. You should also notify the instructor at the beginning of class of your early departure.

In Class Talking: It is extremely important that all students respect their peers (as well as the instructor) and refrain from any unnecessary disruptive talking during class. The instructor encourages an open environment in which everyone has a right to express their own opinions and ideas. However, everyone should be able to do so without having to talk over any of their peers in order to be heard.

Portable Music Devices: Under no circumstances are students allowed to use portable music devices (MP3 players, CD Players, etc.) during class. You come to class to learn. If students are observed using portable music devices when the class starts, they will be asked to put the device away. If they persist on using the device, they will be asked to leave the class.

Portable Video Game Systems: Under no circumstances are students allowed to use portable video game systems (GameBoy, etc.) during class. If students are observed using a portable video game system when the lecture starts, they will be asked to put the device away. If they persist on using the device, they will be asked to leave the class.

Accommodations for Disabilities

Students with disabilities should contact the Resource Center for People with Disabilities to develop reasonable accommodations. For an appointment with a counselor, call 353-9642 (voice) or 355-1293 (TTY).

 

Course Assignments

Game Theory, Play, and Critique

Assignment Top Score Assigned Due Date
Class Participation
5%
Monday, January 7 Throughout the semester
Weekly Knowledge Challenges
15%
Monday, January 7 Monday at 10pm most weeks throughout the semester
Game Play and Critique
15%
Monday, January 7 Monday at 10pm most weeks throughout the semester
Participation in game jam (extra credit)
+2%
January 18-20 & TBA
Participation in research studies (extra credit)
+1%
TBA

 

Game Design and Production

Assignment Top Score Assigned Due Date
Level 1: Solo Game Modification
10%
Tuesday, January 15 Tuesday, January 29
Level 2: Team Game Modification
15%
Tuesday, January 29 Friday, February 29
Level 3: Team Original Game
---
Tuesday, February 26 Wednesday, April 30
Level 3: High Concept
5%
Tuesday, February 26
Tuesday, March 11
Level 3: Game Pitch
5%
Tuesday, March 11
Tuesday, March 25
Level 3: Design Document
5%
Tuesday, March 25 Tuesday, April 1
Level 3: Prototype and Playtesting
5%
Tuesday, April 1 Tuesday, April 15
Level 3: Final Game Delivery
15%
Tuesday, April 15 Wednesday, April 30
Level 3: Debriefing
---
Tuesday, April 15 Wednesday, April 30
Level 3: Peer Review
5%
Wednesday, April 30

Thursday, May 1 at 11pm

 

Weekly Calendar of Events

Week Topic To Do
Week 1 (Monday, January 7 thru Friday, January 11)
Monday

Topics:

  • Course Overview
  • The Game Design Process
  • Beyond Pong (Video)

Activity:

  • Who is Who?
  • Fill out Interests Worksheet
Assigned:
  • Class Participation
  • Game Play and Critique
  • Weekly Knowledge Challenges

Read:

  • GD: Chapter 1 Games and Video Games
  • GD: Chapter 2 Design Components and Processes
Tuesday

Topics:

  • Torque Development Overview
  • Accessing Torque Developer Network and other resources

Activity:

  • Asteroid tutorial

Reference:

  • Torque Development Network
Week 2 (Monday, January 14 thru Friday, January 18)
Monday

Topics:

  • Top-Three Games Roundup
  • The Game World

Activity:

  • 3-to-15 Exercise
  • RPS and the Magic Circle
Read:
  • GD: Chapter 3 Game Concepts
  • GD: Chapter 4 Game Worlds

Assigned:

  • Weekly Knowledge Challenge and Critique (due following Monday)
Tuesday

Topics:

  • Torque GUI Basics
  • Basic Scripting and Game Construction

Activity:

  • Shooter Tutorial (part 1-3)

Assigned:

  • Level 1: Solo Game Modification
Week 3 (Monday, January 21 thru Friday, January 25)
Monday

Martin Luther King Day - No Class Meeting

Read:

  • GD: Chapter 13 Action Games

Assigned:

  • Weekly Knowledge Challenge and Critique (due following Monday)
Tuesday

Topics:

  • Basic Particle Effects
  • Basic Scripting and Game Construction (cont.)

Activity:

  • Shooter Tutorial (part 4-5)
 
Week 4 (Monday, January 28 thru Friday, February 1)
Monday

Topics:

  • Ideation

Activity:

  • Design Challenge Exercise
  • Team Forming Worksheets

Read:

  • GD: Chapter 5 Creative and Expressive Play
  • GD: Chapter 14 Strategy Games

Assigned:

  • Weekly Knowledge Challenge and Critique (due following Monday)
Tuesday

Topics:

  • Working with Torsion (debugging)
  • Game Manager

Activity:

  • Platformer Tutorial (first half)
  • Team Meeting

Due:

  • Level 1

Assigned:

  • Level 1 Bonus Round (MUST DO BY END OF SUNDAY, FEB. 3rd!!!)
  • Level 2: Team Game Modification
Week 5 (Monday, February 4 thru Friday, February 8)
Monday

Topics:

  • Level 1 Bonus Round Results
  • Storytelling and Character Design

Activity:

  • Storytelling Exercise

Read:

  • GD: Chapter 6 Character Development
  • GD: Chapter 7 Storytelling and Narrative

Assigned:

  • Weekly Knowledge Challenge and Critique (due following Monday)
Tuesday

Topics:

  • SVN and team management

Activity:

  • Platformer Tutorial (second half)
  • Team Meeting

 

Week 6 (Monday, February 11 thru Friday, February 15)
Monday

Topics:

  • Gameplay

Activity:

  • DPE Exercise

Read:

  • GD: Chapter 9 Gameplay
  • GD: Chapter 10 Core Mechanics

Assigned:

  • Weekly Knowledge Challenge and Critique (due following Monday)
Tuesday

Topics:

  • Creating Game Assets
  • Creating Game Audio

Activity:

  • Give Level 2 progress update to Brian and Charles
  • Work on Level 2

Week 7 (Monday, February 18 thru Friday, February 22)
Monday

Topic:

  • Game Developers Conference Preview
  • (User Experience)

Activity:

  • King of Kong Screening
  • Tracking news out of GDC

Read:

  • GD: Chapter 8 Creating the User Experience

Assigned:

  • Weekly Knowledge Challenge and Critique (due following Monday)
Tuesday

Activity:

  • Demonstrate prototype of Level 2
  • Final crunch on Level 2

Week 8 (Monday, February 25 thru Friday, February 29)
Monday

Topics:

  • Update from GDC
  • Prototyping

Activity:

  • Storyboarding and Paper Prototyping Activity
 
Tuesday

Topic:

  • Level 3 Overview

Activity:

  • Work on Level 2

Assigned:

  • Level 3: Team Original Game
  • Level 3: High Concept

Due:

  • Level 2 (by Friday at 5pm)
Week of Spring Break (Monday, March 3 thru Friday, March 7)
No classes this week
Week 9 (Monday, March 10 thru Friday, March 14)
Monday

Topics:

  • Design Documentation
  • Game Balancing

Activity:

  • Stabilizing/destabilizing rules

Read:

  • GD: Chapter 11 Game Balancing

Assigned:

  • Level 2: Bonus Round (due by end of Sunday)
  • Level 2: Teammate Review
  • Weekly Knowledge Challenge (due following Monday)
  • NOTE: No critique this week

Tuesday

Activity:

  • Level 2 Debriefing/Postmortem

Due:

  • Level 2: Debriefing
  • Level 3: High Concept

Assigned:

  • Evaluate Level 3 High Concepts (due by end of Sunday)

Week 10 (Monday, March 17 thru Friday, March 21)
Monday

Topics:

  • Level 2 Bonus Round Results
  • Level Design
  • Artificial Intelligence

Activity:

  • Developing AI

Read:

  • GD: Chapter 12 General Principles of Level Design

Assigned:

  • Weekly Knowledge Challenge and Critique (due following Monday)
Tuesday

Topic:

  • AI in Torque

Activity:

  • Level 3 Team Meeting

Assigned:

  • Level 3: Game Pitch
Week 11 (Monday, March 24 thru Friday, March 28)
Monday

Topics:

  • User Experience
  • Guest Speaker: Casual Games and the Indie Developer

Read:

  • GD: Chapter 15 Role-Playing Games
  • GD: Chapter 19 Adventure Games

Assigned:

  • Weekly Knowledge Challenge and Critique (due following Monday)
Tuesday

Topics:

  • Leveraging the Internet (high scores and more)

Activity:

  • Level 3 Game Pitch
  • Work on Level 3

Assigned:

  • Level 3: Design Document
Week 12 (Monday, March 31 thru Friday, April 4)
Monday

Topics:

  • Social Issues in Gaming

Activity:

  • Social Issues Debate

Read:

  • GD: Chapter 16 Sports Games
  • GD: Chapter 17 Vehicle Simulations

Assigned:

  • Weekly Knowledge Challenge and Critique (due following Monday)
Tuesday

Activity:

  • Level 3 Design Document Overview
  • Work on Level 3

Assigned:

  • Level 3: Prototype and Playtesting

Due:

  • Level 3: Design Document
Week 13 (Monday, April 7 thru Friday, April 11)
Monday

Topics:

  • Business of Gaming
  • Guest Speaker: Academia and Games

Read:

  • GD: Chapter 18 Construction and Management Simulations
  • GD: Chapter 20 Artificial Life and Puzzle Games

Assigned:

  • Weekly Knowledge Challenge and Critique (due following Monday)
Tuesday

Topics:

  • Optimization

Activity:

  • Level 3 status update meeting with Brian
  • Work on Level 3

Week 14 (Monday, April 14 thru Friday, April 18)
Monday

Topics:

  • Guest Speaker: Console platform development
  • Playtesting

Activity:

  • Team meeting
 
Tuesday

Activity:

  • Project Playtesting
  • Work on Level 3

Assigned:

  • Level 3: Final Game Delivery
  • Level 3: Debriefing

Due:

  • Level 3: Prototype and Playtesting
Week 15 (Monday, April 21 thru Friday, April 25)
Monday

Topics:

  • Future Directions
  • Getting a Job

Activity:

  • Course Evaluation
  • Team Meeting
Read:
  • Gamasutra Education section
Tuesday

Activity:

  • Level 3 status update meeting with Brian
  • Level 3 Crunch!

 

Finals Week (Monday, April 28 thru Friday, May 2)
Monday, April 28 5pm - Due date for submitting to DMAT Showcase Due:
  • DMAT Submission (suggested)
Wednesday, April 30

Final Class is 5:45-7:45 p.m. in room 242

Activity:

  • Level 3: Debriefing
  • Level 3: Game Playing and Design Awards
Due:
  • Level 3: Game Delivery
  • Level 3: Debriefing

Assigned:

  • Level 3: Peer Review
Thursday, May 1 DMAT Showcase
Time 4:00-7:00

GD = Fundamentals of Game Design by Adams and Rollings