Course Description s15

Course Description:

Introduction to Video Game Design provides a complete understanding of the technological and creative aspects of video game design in an easy-to-follow format. Students will have the opportunity to learn all aspects of the creative, business, and technological components required to launch a new video game.

CAREER PATHWAY: Information Technology Career Majors: Elective Course

CAREER READY:

Ø  To complete a career major, students must earn four credits within the career major. Three credits must come from recommended courses and include an upper-level course.

Ø  Student must be preparatory in a career major and receive a related industry certification/KOSSA to be considered Career Ready.

Ø  PREPARATORY- A student who has completed two career and technical education credits in a preparatory program and is enrolled in the third course.

Lesson Titles / I Can… /
1.  Game Maker Vocabulary / o  Define common game design vocabulary.
o  List computer languages used in game design.
o  Compare and contrast Game Maker and Power Point.
2.  Game Maker Basics / o  Identify commands, buttons, and interface elements for the Game Maker software.
o  Describe the resource tree.
o  Use hot keys to start a command.
3.  Click Ball / o  Use game-design tools to create a simple game.
o  Set a background color and apply sprites to enhance a room (scene).
o  Program objects to react to the game rules.
4.  Understanding and Mapping Game Coordinates / o  Use relative and absolute referencing to plot points on a game frame.
o  Identify X and Y axis positions and directions on a game frame.
o  Explain path movement and nodes.
o  Place objects in specified locations on a game frame.
o  Use ordered-pair notation.
o  Use algebraic thinking skills to solve for relative locations.
o  Create a path.
5.  Launching / o  Describe how object movement is achieved in a game.
o  Create animated sprites and moving targets.
o  Create a custom sprite.
o  Program an object to launch and destroy and enemy object.
6.  Game Physics / o  Adapt a game to meet customer expectations.
o  Create game interactions dealing with sprite replacement and random motion.
o  Program an object to launch in a specified direction.
7.  Beta Build / o  Explain the process of building a game.
o  Modify the user interface for a game.
o  Modify game content based on customer comments.
o  Debug and fix game errors based on testing and customer feedback.
8.  Game Maker Evaluations and Ratings / o  Explain game rating systems.
o  Describe role of the ESRB
o  Perform critical evaluation of a game build and synthesize possible improvements.
9.  Amazing Games / o  Explain the purpose for room grids.
o  Align game assets to grid lines using the snap function.
o  Program gravity into a game.
o  Create an entertaining game.
10.  The Key to Adventure-Beta / o  Modify an existing game to include more interactivity.
o  Design and implement an explosion and key objectives.
o  Program path movements for enemy obstacles.
o  Program the proper function to provide the player with three lives.
11.  Proof of Concept Testing-Gravity / o  Identify the lifecycle of game design.
o  Program action qualifiers.
o  Program player movement by testing the proximity of solid objects relative to the player.
o  Program platforms and simulate gravity in a virtual world.
12.  Proof of Concept Testing- Jumping and Climbing / o  Program gravity simulation.
o  Manipulate vertical speed and gravity to simulate jumping in a virtual world.
o  Program and refine climbing in a virtual world.
o  Program intuitive movement keys for ergonomic gameplay.
14. Platform Games Alpha-Storyboard / o  Program spite images to match object movement.
o  Synthesize obstacles and objectives to make a game appropriate for the target market.
o  Create game refinements.
o  Demonstrate knowledge of imbedded marketing and advertising in games.
o  Use industry-standard documents to plan and build an original game.
15. Platform Games- Scrolling and Camera View / o  Create a scrolling game.
o  Explain how a camera view displays the important action in the game.
o  Adjust the scrolling speed of a scrolling game.
o  Evaluate their own work and the work of peers.
16. Exhibition of Mastery_ Individual / o  Use design document to define game specifications.
o  Solicit and accept constructive criticism on a video game design.
o  Evaluate the quality of components of a game and explain the application of the game to fit the concept.

Supplies: Textbook, “Introduction to Video Game Design”

Pencil/Blue or Black Pen (no exceptions)

Notebook Paper (loose or bound)

USB drive

Grading:

Grades shall reflect a variety of evaluative assignments, including but not limited to the following:

ü  Weekly Work Units

ü  Unit Tests

ü  Team Projects & Presentations

ü  Work Based Productivity & Performance

classroom Expectations /student responsibilities: This classroom is a place for positive attitudes only. Be prepared, cooperative, and respectful. All school policies will be enforced.

Listen when your teacher is talking.

Raise your hand to speak and listen to each other during class discussion – no interrupting.

Refrain from inappropriate distracting behavior as well as offensive language.

o  Be prepared to contribute to class discussions by completing all assignments when due.

Attend class daily and be on time.

o  The use of cell phones and other electronic devices is not allowed without teacher permission.

computer lab Expectations /student responsibilities: You and your parents signed the Fleming County Schools Acceptable Use policy; you are expected to follow those guidelines when using district technology resources. You are also expected to follow those guidelines when using your personal technology devices during school hours.

o  Using computers for any purpose other than your assignment is considered computer misuse and a violation of the Acceptable Use policy. Playing games and surfing the web is not allowed and will be strictly enforced.

o  Do not change the desktop, screensaver, delete, move, or rename any files.

o  Do not install software downloaded from the Internet or any other source.

o  Do not disconnect or connect any cables or cords from computers to aggravate other students. It is not funny, it is a violation of the Acceptable Use policy.

NOTICE:

USING THE SCHOOL’S COMPUTER LABS AND OTHER TECHNOLOGY IS A PRIVILEGE, MISUSE AND VIOLATIONS OF ACCEPTABLE USE POLICY CAN RESULT IN LOSS OF PRIVILEGES TO USE COMPUTERS AND OTHER TECHNOLOGY.

STUDENTS AND/OR THEIR PARENTS/GAURDIANS ARE RESPONSIBLE FOR REPAIR OR RESPLACEMENT OF DELIBERATELY DAMAGED EQUIPMENT.

Three Strikes:

If any of the above rules or expectations are broken, the following consequences will be used in the following order:

1.  Warning and loss of class participation points that day.

2.  Parent phone call and after school detention.

3.  Parent phone call and In School Detention.

4.  Referral to the office.

Hall Passes: Students are expected to use the bathrooms, cell phones, and do other school related business before or after class. Students will be allowed 3 hall passes during the trimester. If student has a pass to leave class for any other reason, it must be shown to me before class. Students must get permission before leaving class at any time.

SCHOOL POLICIES: All school policies will be enforced -- no exceptions! Students must be familiar with and abide by the guidelines in the FCHS Student Handbook pertaining to such areas as discipline, attendance, appearance, & academic honesty, etc.

Parent/Student Contract

Please have your parent(s)/guardians read this syllabus. Parent and student should sign in appropriate place

and return to Mrs. Charlene Hall no later than August 19th.

I have read and understand the objectives, expectations, and rules for this course including the Three Strikes

section of this syllabus.

______

Student Signature/ Student’s Printed Name Parent/Guardian Signature Date