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Game Design

Academics . Game Design . Courses

Game Design Courses

3D Texture, Mapping + Digital Lighting

Course No. GAME 347  Credits: 3.0

This course is designed to cover concepts in digital application of texture maps for 3D game models rendered in a real-time 3D game engine. Optimization of textures maps, and materials,. Poly count limits, and how to “bake” extremely high levels of detail into low detail models capable of being rendered in real-time, and the benefits of using “Levels of Detail” with static, and dynamic lighting concepts, design, and optimization. The use of toggle-able lighting, and attachment of lighting to game assets and players. The importance of creating immersive environments, capable of being walked through, and/or viewed from multiple, often unspecified angles of view. Projects include concept integration into technical production workflow for describing, and optimizing digital 3D surfaces for rendering in a real-time game engine; creating immersive environments that express mood, and narrative through the materials, and lighting. Projects require the student to continually improve upon conceptual problem solving, time management strategies, communication/presentation and technical skills.

Advanced 3D Animation

Course No. ANIM 308  Credits: 3.0
Faculty Anthony Scalmato | Hal Lewis
Prerequisite(s) Intro to 3D Animation: Character | Intro to 3D Animation: Character | Intro to 3D Animation: Character | 3D Bioforms: Intro to 3D Modeling | Biomedical Art: Intro to 3D Animation

Prerequisites: Intro to 3D Modeling and Intro 3D Animation.

BFA Research + Preparation

Course No. GAME 401  Credits: 3.0

This course is designed to act as a summative experience for the student. The final BFA thesis project will be defined by the student with a level of professional collaboration. The requirements for the BFA thesis will be to solve and effectively visually communicate a comprehensive game design prototype. Integration of outside resources, research effective collaborator/expert communication, professional practices, presentation (oral and written) and documentation of the process of the specific year-long project will be expected to determine successful BFA candidacy. The choice of media and concept will be evaluated on its appropriateness for communicating the message and solving the Thesis problem appropriate to game design and development. The project visualization will be student driven; content needs will be determined by the student and the research into content and industry expectations for successful game design. The emphasis in this course will be on the conceptual development of the content accuracy/relevance and its realization through the design process. The process will fully address research, integration of content, game theory application, target audience, aesthetic and artistic merits, time tracking and scheduling, and ultimately a successful execution of completed prototype. The final work will have the following: A two Sentence (Maximum) Thesis Statement, a design document process book, research paper, business oriented estimates and budget planning for exhibition and materials, digital presentation to explain the work, artist statement/project scope statement, and the final project depicting the solution for the BFA Exhibition as a prototype game design. Offered fall.

BFA Thesis + Exhibition

Course No. IME 402  Credits: 3.0
Faculty Anthony Scalmato | Nancy McEntee

These courses provide a platform for senior Animation, Game Design, and TIME-Digital Arts students who are BFA candidates. The courses are structured to support the individual in shaping her/his own project and the production of all elements of the BFA Thesis, strong conceptual skills developed through a professional planning and a good researched idea are core to this process.

Experimental Film + Video Art

Course No. PHV 240-340-440  Credits: 3.0
Faculty Sarah Paul
Prerequisite(s) Video/Digital Cinema I: Screen Grammar

This is an advanced video course, investigating the scope of symbolic and improvisatory cinematic storytelling. Students will explore unconventional methods of video acquisition, manipulation, processing, editing and display. Students will be able to delve into media hybrids, and rather than established narrative forms, underscoring metaphorical poetic styles that inform the structure of the work. Emphasis is on the development of acute observational skills and innovative visualization techniques and encourages divergent thinking and cognitive flexibility. This course is for students who have a sustained interest in using video and digital cinema’s technologies as part of their art-making. Required of Photo Majors in the Video track. Open Elective. Prerequisite: PHV267 Video/Digital Cinema I or signature of instructor.

Experimentation in Electronic Arts

Course No. SEM 316  Credits: 3.0

This is a seminar class that guides students in the development and realization of a semester long research project in electronic arts. Projects can be in a wide range of areas, hybrid thinking and intermedia approaches are strongly encouraged. Topics in the theory and history of contemporary art related to current and emerging practices will also be discussed. The class is designed to allow for synthesis of content from earlier studies into significant finished work that will be shown in an exhibition planned, managed and coordinated by the students under the direction of the instructor. Offered spring.

Experimentation in Electronic Arts II

Course No. TIM 416  Credits: 3.0

This is a seminar class that guides students in the development and realization of a semester long research project in electronic arts. Projects can be in a wide range of areas, hybrid thinking and intermedia approaches are strongly encouraged. Topics in the theory and history of contemporary art related to current and emerging practices will also be discussed. The class is designed to allow for synthesis of content from earlier studies into significant finished work that will be shown in an exhibition planned, managed and coordinated by the students under the direction of the instructor. Offered spring.

Game Design: Internship

Course No. GAME 399-499  Credits: 0.0

Elective credit can be given on a case-by-case basis for an internship developed by the student through the Career Services Office with advance permission of the department head.

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A case study on creative minds in medicine

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Michael Wu halo-3-postcards-sierra-117-8-dam-facility2.jpghalo-3-wallpaper-halo-chapter-1080p-032-pelican-crash-site2.jpg

Michael Wu

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