Agile Game Development: Build, Play, Repeat, Clinton Keith, Addison-Wesley
In this class students will learn to apply their talents towards developing computer games. They will learn the processes, techniques, and toolsets used in game development from industry professionals. Students will learn about business aspects of the games industry and how to apply the principles of entrepreneurship there. Students will also learn how to function in an interdisciplinary team on challenging and complex projects.
- Practice the full life cycle of a game project
- Build a resume and portfolio demonstrating relevant work
- Perform presentations of a game pitch, prototype, and final game demo
- Conduct play tests and incorporate play test data into revisions of a game
- Foster creative and innovative thinking for solving problems
- Develop skills for communicating ideas in a concise and logical way
- Assist students to work in teams focused on entrepreneurship related projects
Less Formal Description
Welcome to GAIM studios! I am Marc Olano, your studio executive. In the coming months, we will be developing some awesome games. First, you will pitch your game ideas. Some of those will be green lit for prototype development, and I will form you into prototype teams. In about a month, you'll need to show those prototypes. Some will be canceled, and some will be green lit for further development with a larger team. About a month after that, you'll have your alpha release and demo. By May, your games will be polished works of art bringing you fame and/or fortune.
In lieu of a final exam, we will schedule a time (7-9pm) one evening during finals week to invite professional game developers to see demos of your final projects and "meet" the project team members. Since this may conflict with other final exams, attendance is not required, but I will try to find a day when every team will be able to have some representation to do the demo. Plus, if you want a job in the games industry, this is a great chance to get some virtual face-time with potential employers.
Class time will consist of an amorphous mix of things I think will help you succeed: lectures on game development topics, guest appearances by people from the games industry, time to work on your games, and milestone presentations. The in-class work days are so I can observe your team at work; you will definitely need to plan to work and meet outside of class. Also, the mapping of topics to weeks will certainly change depending on guest lecturer schedules. Here are a list of topics to be covered through the semester
- Pitching your game
- What is URCAD
- Revision Control
- Research in Game Development
- Programming at a Game Studio
- Art at a Game Studio
- Lighting, Physics & Perception
- QA and Testing
- Resumes and Portfolio Web Sites
These are the weights for graded elements of this class:
|Attendance & personal performance||Individual||20%|
|Personal portfolio site & resume||Individual||10%|
* This class is in the process of being added as an approved elective for the Entrepreneurship minor. This 60% of the course grade supports entrepreneurship.
I'll update the online version of this schedule as we go. Check here for updates.
- Pitch Slides
- Spring Break
- Draft Resumes
- Final Demos
This syllabus is a snapshot of the class web page. Important announcements and updates will be made to this page throughout the semester. I will announce if I make significant change or addition. Also, as we proceed through the semester, slides will be added as links in the topic list above.
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