IAT 410-3 Advanced Game Design
Revision C, March 11, 2005
Course Number: IAT 410-3
Course Title: Advanced Game Design
Credit Hours: 3
Vector: 1:0:2 (lecture:tutorial:lab)
Course Description:
Students will design and develop a variety of electronic games, culminating in an advanced game project. They will continue to analyze the experience of play within the game, and the connections between the game experience and broader cultural phenomena.
Prerequisite: Completion of 69 credits, including IAT 312: Foundations of Game Design. Students with credit for IART 404, 405 or 406 cannot take this course for further credit.
Recommended: None.
Corequisite: None.
Special Instructions: None.
Course(s) to be dropped if this course is approved: None
The course develops advanced understanding of game design and game analysis.
Will this be a required or elective course in the curriculum; probable enrolment when offered?
This will be a required course for Upper Division NME, and an elective for PMA, ID and other university programs; enrolment estimated at 90 per year.
Indicate Semester and Year this course would be first offered and planned frequency of offering thereafter.
2005-3 and annually thereafter.
Which of your present CFL faculty have the expertise to offer this course? Will the course be taught by sessional or limited term faculty?
Jim Bizzocchi, Steve DiPaola, Laura Trippi
Are there any proposed student fees associated with this course other than tuition fees?
No.
Is this course considered a `duplicate' of any current or prior course under the University's duplicate course policy? Specify, as appropriate.
No. It replaces IART 404, 405, 406.
Note: Senate has approved (S.93-11) that no new course should be approved by Senate until funding has been committed for necessary library materials. Each new course proposal must be accompanied by a library report and, if appropriate, confirmation that funding arrangements have been addressed.
Provide details on how existing instructional resources will be redistributed to accommodate this new course. For instance, will another course be eliminated or will the frequency of offering of other courses be reduced; are there changes in pedagogical style or class sizes that allow for this additional course offering.
This course is presently offered at SFU Surrey.
Does the course require specialized space or equipment not readily available in the department or university, and if so, how will these resources be provided?
This course does not require additional space or equipment - it is presently offered at SFU Surrey.
Does this course require computing resources (e.g. hardware, software, network wiring, use of computer laboratory space) and if so, describe how they will be provided.
This course uses computers, software and lab space already available at SIAT.
2005/2006 Academic Year
Courses Objectives:
In this course students will:
* Perform a series of electronic game design exercises
* Plan and develop game levels using game modding software
* Plan and develop electronic game assets (characters, objects, environments, sound effects, music)
* Plan and develop a complete electronic game
* Analyze their own games, and other existing electronic games.
* Describe and analyze cultural phenomena embedded within game experience.
* Identify, describe and analyze social manifestations of game culture in our broader society.
Delivery Method: Studio Lab
Activities:
Required readings 2 hours
In-class Lecture/Lab 3 hours
Exercises/Assignments 2 hours
Total 7 hours
Evaluation:
In-class exercises 30%
Papers (2) 30%
Projects (2) 40%
Rules of Play, Katie Salen & Eric Zimmerman, MIT Press, 2003
On-line articles on game design and game culture.
Course pack with articles/excerpts on game genre, game design, and analyses of game culture.
Platform Requirements: Flash, Director, Java, game modding software
NOTE: these outlines are drafts and are subject to change. Official textbook list should be consulted.