The study of the inner workings of computer and video game design
We will examine classic and contemporary video games focusing on game play, rule sets, user interface, level layout, art direction, basic animation, asset management, look-and-feel, introductory sound design, and user psychology. Study includes monitoring and discussing current industry trends, contemporary hardware platforms, and popular media. Working individually and in teams, students will design, develop and play their original game designs. Studio. 3 units.
GAME 102 Game Design II
Continuing the study of game design using digital and non-digital games, both old and new
The second semester delves deeper into the introductory design topics by expanding into the areas of procedural thinking, ideation, game prototyping, the balance between chance and skill, an examination of various design theories, and the ethical considerations of game design. As the basis of student critiques, games will be played and broken down into their formal, dramatic and dynamic structural elements. Individually and in teams, students will design and develop games that are play-tested and critically reviewed in class. Studio. 3 units.
GAME 114 Introduction to Game Engines
Commercial software systems that aid in computer game development
This will be an exploration and analysis of visual development tools and reusable software components for game asset creation and management giving attention to two-dimensional and three-dimensional rendering performance, collision detection, simple scripting, animation, play mechanics, sound and music. Students will design and implement simple game concepts and test for playability and design integrity. Studio. 3 units.
ANIM 161Introduction to Digital Media
This studio course introduces students to the fundamental computer applications and processes used for digital media production. Emphasis on software programs dealing with imaging, drawing and painting, editing, compositing, motion graphics, raster and vector artwork. Studio. 3 units.
GAME 140 Environmental Design & Modeling
Industrial Design and Architecture principles for game artists
Students will be introduced to the concepts of high and low polygon modeling, image budgets, workflows, space planning, human scale factors, and rendering performance considerations. Traditional skills including sketching and mock-ups will be used to design and create digital three-dimensional models of buildings, vehicles, props and set dressing. Students will integrate their models into a game engine for evaluation and iteration. 3 units. Studio.
GAME 237 Materials, Lighting & Rendering
The physics of light in games
We will study, experiment with and examine how virtual light interacts with materials by reflection, refraction, diffraction, and other methods. We will explore the conceptual development of materials and lighting with research, direct observation and the integrity of material properties. Topics include digital lighting tools, movie photography principles, “leading the player” techniques, material channels, and procedural and animated textures. Materials and lighting are integrated in-engine with the student’s three-dimensional model portfolio for evaluation and iteration. Studio. 3 units.
GAME 238 Character Design & Modeling
This course emphasizes the design and technical ability needed to model 3-D characters. Students will be introduced to design, sculpting and anatomical terms and concepts. Using 3-D software, students will design and build characters and other organic models. Level of detail exercises will introduce the concept of polygon and image budgets. Exercises in stand-alone software packages will teach advanced texture mapping. Studio. 3 units.
ANIM 262 Introduction to 3D Animation
This course will focus on instruction in the fundamental principles of animation as applied to three-dimensional digital animation. Emphasis on the basic processes of modeling, texturing, lighting and rendering. Students will create a series of simple animations, and model and light simple props using a 3D software. Studio. 3 units.
GAME 223 History of Games: Case Studies
A study of the contemporary interactive digital environment
We will examine how modern game and digital technologies have continued to converge and shape our lives. Topics include the increasing ubiquity of the internet, the advances of game design and game hardware, digital distribution models, the human body as computer interface, and the freemium business model. We will discuss the implications of MMO’s, networked mobile devices, social media, personal ownership in the era of cloud computing, and the gamification of our society. Key games of the twenty-first century will be analyzed in terms of their social, cultural and economic impact on our world. Lecture. 3 units.
GAME 224 History of GAMES: 20th Century
The creation and evolution of video games in the twentieth century
We will examine the origin and development of digital games and their technology. Our study will begin with the World War II era and the invention of the electronic computing machine. Our exploration will continue with the early uses of electronics in games, the emergence of digital media in everyday life, the placement of powerful game computers in the home, and the creation and advances of the internet. Key games will be analyzed in terms of their social, cultural and economic impact on our world. Lecture. 3 units.
GAME 302 Capstone Research Seminar
Research and pre-production, the first stages of preparation for the capstone experience
Working in teams representing the three game emphases (art, design and programming), students will develop and present their final Game capstone project proposal signed by three members of the faculty from disciplines represented in the proposal at the end of the research semester. Proposals will include comprehensive game documents for each project presented. Students experience overall project management, including technical standards, documentation, and pre-production processes. One or more research seminar projects will be selected and produced in the senior year Game Capstone Studios I and II. (Meets With TECH 302) Studio. 3 units.
GAME 411 Game Capstone Studio 1
Putting it all together…Part 1 of 2
Students in the GAME and TECH programs integrate the interdisciplinary elements of their curricula to produce a video game in the capstone project. Based on the Game capstone project proposal submitted in GAME 302, students will work with a faculty review committee and course facilitator to begin their capstone project. Studio.
GAME 412 Game Capstone Studio 2
Putting it all together…Part 2 of 2
A continuation of GAME 411 Game Capstone Project I. Students will continue to work with their faculty review committee and the course facilitator to complete their capstone project. Capstone projects are presented and assessed in a final faculty review. Students are responsible for a written self-evaluation of their capstone project, analyzing theme, game goals, and their level of success. Projects are presented at the year-end Woodbury Game Showcase. Studio. 3 units.
GAME 432 Professional Practices of the Game Industry
Current professional practices in the game industry with focus on entry into the job market
Topics will include:
• economics and structure of the industry;
• roles and skill sets within team structure including human resources;
• creative processes;
• business practices including publishing and marketing.
Students will prepare professional project portfolios and resumes appropriate to the entry position sought in the video game industry. Faculty will evaluate materials in terms of creativity and quality of presentation. Studio. 3 units.
GAME 490 Internship
Welcome to the real world!
This course offers commercial, on-the-job experience with media, video/computer game, entertainment, and marketing firms. 120 Hours of work experience is required to graduate. Internships may be taken one, two, or three units at a time, with a total of three being required. A minimum of forty hours of participation for each unit of credit is required.
Students must be in their junior year and in good academic standing to apply. They must submit a Game Art & Design Internship Contract signed by their faculty advisor, the program chair and the host company’s supervisor prior to beginning. Grades are pass/fail only and are based on a signed evaluation form from the company’s supervisor, and an internship journal maintained by the student. The journal details what they learned about the industry, their thoughts on the experience, and the expectations of artists and designers working in the industry. Students will formally share their findings with classmates.