Prescription: GD600 Game Design and Development

Aim of Module To provide the student with an understanding of the various techniques and principles involved with Game design, including the application and implementation of real-time graphic engines and integration of media components

Credits 7

Knowledge Assumed From MA500 Multimedia Principles and MA600 Multimedia Development

Student Learning hours 70

Content Revised New 2004

Prescription Expiry Date Nov 2007


Level and Assessment Schedule
TopicsHighest
Skill Level
Suggested
Assessment
Percentage
1 Gaming Principles C 20
2 Project Design C 20
3 Project Development A 60

100

LEARNING OUTCOMES

The Student Will
C1 Demonstrate an understanding of gaming principles by outlining a variety of development issues.
C2 Develop conceptual artwork and proposal documentation for a simple game project.
A3 Create a functional game project, integrating a variety of media components, using the appropriate software.

CONTENT

1Gaming Principles
> Outline the evolution and development of game design and discuss current trends and developments.
> Outline a typical game development life cycle.
> Identify features and components that could be incorporated into a gaming solution.
> Identify common problem areas in game development, and suggest potential solutions.
> Discuss the prototyping process
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2Project Design
> Create concept script detailing game play objectives.
> Create conceptual artwork and documentation outlining a simple game project, including annotated storyboards.
> Create documentation detailing proposed game structure and graphic engines.
> Outline details of required media components, and discuss possible issues relating to the integration and development of components.
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3Project Development
> Apply previously developed conceptual documentation and artwork to create a functional game prototype.
> Demonstrate the use and incorporation of a variety of media components, including 3D elements, graphical components and digital video.
> Demonstrate interactivity through various programming techniques, including the incorporation of collision detection and a functional physics engine.
> Create and outline source code documentation
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Note
> The software packages employed should reflect packages currently used in the commercial environment