DISTRIT OFFIE USE ONLY: KHSD OURSE ODE #: 81/814 APPROVED BY BOARD: KHSD areer Technical Education ourse of Study Video Game Design DATE: 8-9-1 INDUSTRY SETOR: PATHWAY: BEDS TITLE: Arts, Media, and Entertainment Games and Simulation Pathway Standards Game Design and Development BEDS ode: 417 HOURS: Total Lecture Lab 540 200 40 JOB TITLE ONET ODES JOB TITLE ONET ODES Game Designer 15-1199.11 Software QA Tester 15-1199.01 omputer Programmers 15-111.00 Project Manager 15-1199.09 Software Developers 15-112.00 OURSE DESRIPTION This course introduces students to the analysis, design, and creation of interactive three dimensional animation and games. This is a hands-on course that begins with an extensive overview of -D graphics, explaining the basic components of video game design; modeling, texturing, lighting, animation, and rules of game play. Using industry software, students will complete individual and group projects that require the problem solving and practical application of course competencies to create simple games. PREREQUISITES Students should have high school level proficiency in math, reading, and writing. Basic communication, keyboarding, and computer skills are required as well. High School Name: Site Prerequisite: A G APPROVAL: Yes No Desired APPROVAL AREA: G ARTIULATION OR DUAL ENROLLMENT: High School Name: ollege Name: ollege ourse Title: Articulation or DE: Page 1 of 14
DISTRIT OFFIE USE ONLY: KHSD OURSE ODE #: 81/814 APPROVED BY BOARD: KHSD areer Technical Education ourse of Study LEVEL: Introductory oncentrator apstone INDUSTRY REOGNIZED ERTIFIATION: High School Name: Name of ertification Description: METHOD OF STUDENT EVALUATION: Pre and Post test Student Projects Written work Observation record of student performance Observation record of student conduct ompletion of assignments and worksheets METHOD OF INSTRUTION: Lecture Group and individual applied projects Demonstration Personal omputer Guest (Industry) Speakers REOMMENDED TEXTS: Video Game Design Foundations, 2 nd Ed. D. Michael Ploor Video Game Design omposition, 2 nd Ed. D. Michael Ploor Level Up! The Guide to Great Video Game Design, 2 nd Ed. Scott Rogers Page 2 of 14
DISTRIT OFFIE USE ONLY: KHSD OURSE ODE #: 81/814 APPROVED BY BOARD: KHSD areer Technical Education ourse of Study ALIFORNIA AREER TEHNIAL EDUATION MODEL URRIULUM STANDARDS alifornia Department of Education TE Standards website: http://www.cde.ca.gov/ci/ct/sf/ctemcstandards.asp Arts, Media, and Entertainment Game Design and Integration Standards D1.0 Demonstrate understanding of current trends and the historical significance of both electronic and non-electronic games. Students will analyze different game systems and identify how these systems have influenced consumer technology. D1.1 Research and analyze different game genres, including multiplayer games. D1.2 Define and use necessary vocabulary related to games, their genres, game platforms, and game hardware. D1. Research, compare, and categorize different game platforms and game hardware. D1.4 Analyze the technology transfer from video games to other industries, such as education, medical, corporate training, and military simulation. D1.5 Present a mock-up of a future generation game platform and hardware system based on research of current and emerging technologies and future predictions. D2.0 Analyze the core tasks and challenges of video game design and explore the methods used to create and sustain player immersion. D2.1 Identify and define the roles and responsibilities of each member of a video game design team. D2.2 Break down and identify the fundamental building blocks of game play: player goals, player actions, rewards, and challenges. D2. Research various input controls and display types then identify how these impact game play. D2.4 Research and define the term player immersion. D2.5 Explore and explain the factors that create player immersion in a game. D2. ompare and contrast player-centric design and designer-centric design in video games. D2.7 Describe a designer-centric game to highlighting features other than game play and entertainment value. D2.8 Prototype a small game using real-world objects, such as dice, cards, balls, pen and paper, etc. Page of 14
DISTRIT OFFIE USE ONLY: KHSD OURSE ODE #: 81/814 APPROVED BY BOARD: KHSD areer Technical Education ourse of Study D.0 Acquire and apply appropriate game programming concepts and skills to develop a playable video game. D.1 Implement common programming concepts, including logic operators, conditional statements, loops, variables, events, actions, and handling user input. D.2 Understand the basics of game physics, including collision and motion. D. Examine the use of math and physics (such as gravity and friction) in game development. D.4 Explore the basics of random number generation. D.5 Implement a small video game utilizing mathematics and physics that features at least one moving object (such as a spaceship) which rotates along an axis and moves in whichever direction it is facing after rotation. The game must include collision physics. D4.0 Students will demonstrate mastery of game art and multimedia, including music, sound, art, and animation. D4.1 Demonstrate understanding of the elements of art, including line, shape, color, value, texture, space, and balance, to set the mood and feel of a scene. D4.2 Research and describe the different perspectives used in video games, including first person, second person, and third person perspectives. D4. Explain how to create the illusion of -D in a 2-D environment. D4.4 reate 2-D art and -D models. D4.5 reate an animation sequence. D4. Design a game environment using lines, fills, and color to set a specific mood and feel of a scene. D4.7 reate, record, and edit audio for a game. D4.8 Define and discuss intellectual property, copyrights, trademarks, and piracy as they relate to art and multimedia assets in a game. D4.9 Understand the basics of character design and development, world design, and level design. D4.10 reate a storyboard for a game cut-scene applying the basic principles of design and concepts of cinematography. D5.0 Demonstrate an understanding of testing techniques used to evaluate, assess, rate, and review quality assurance of video games. D5.1 Test and analyze games to determine the quality of rules, interfaces, navigation, performance, and game play. D5.2 Identify the key elements in a game and make intelligent judgments about whether the game succeeded or failed in its objectives. Page 4 of 14
DISTRIT OFFIE USE ONLY: KHSD OURSE ODE #: 81/814 APPROVED BY BOARD: KHSD areer Technical Education ourse of Study D5. ompare and contrast the differences between functionality and usability of software. D5.4 Evaluate games in terms of accessibility issues. D5.5 Demonstrate technical reading and writing skills. D5. Test a classmate s game project and create a bug report for the game. For each error submitted, write steps in sufficient detail so it is identifiable and reproducible to the developer. Use a metric to identify how critical the error is based on its negative impact on game play. D.0 Understand the general procedures, documentation, and requirements of large scale game design projects. Examine and categorize the significant processes in the production of games. D.1 Identify processes of design and development from concept to production, including content creation, filling team roles, design documentation, communication, and scheduling for video game design teams. D.2 Discuss the iterative nature of game and simulation design. D. Develop design plans, character sketches, documentation, and storyboards for proposed games. D.4 Enumerate individual tasks of a project using basic time management skills to complete each task and track its completion. D.5 Describe the importance and interrelationship between development schedule and budget constraints in a video game design project. D. ompare and contrast common uses of different game development tools. D.7 reate a set of original design documents and build a small game. D7.0 Understand the fundamentals of business and marketing, including entrepreneurship, global marketing, and localization. D7.1 Identify, define, and discuss the different ways games are funded, distributed, marketed, and sold. D7.2 Identify and describe licensing management for different game platforms, tools, and intellectual properties. D7. Identify successful business models and analyze various facets of those models, such as market analysis, marketing strategy, and product value. D7.4 Understand the components of marketing campaigns for games, including advertising in traditional and social media. D7.5 Understand the role community management plays in marketing and business models. D7. Discuss the relationships between publishers, developers, distributors, marketers, and retailers. D7.7 Evaluate game journalism and professional reviews in terms of bias. D7.8 Explore and describe the effects of globalization on the design and production of video games. D7.9 Evaluate how video games adhere to government rating systems. D7.10 reate a plan for a game to target a specific audience within three different countries while adhering to their governments rating systems. Page 5 of 14
DISTRIT OFFIE USE ONLY: KHSD OURSE ODE #: 81/814 APPROVED BY BOARD: KHSD areer Technical Education ourse of Study D8.0 Understand the impact of games and the role of play in human culture. Analyze the ethics and global impact of the game industry. D8.1 Discuss the word play and its many definitions. D8.2 Investigate and discuss how play can help humans acquire knowledge and social skills. D8. Describe the benefits of games and simulations, including online economies and community building. D8.4 ompare and contrast the different opinions on the effects of games on behavior cognitive development, and motor skills. D8.5 Describe how frequent exposure and/or access to video games has reshaped the level of technical proficiency of our workforce. D8. Explore and discuss the impact of video games on the economy. D8.7 Design a game you believe will have positive impact on the world. D9.0 Identify career goals and develop a career plan that explores employment opportunities in the video game industry. D9.1 Demonstrate personal and interpersonal skills appropriate for the workplace, such as responsibility, dependability, punctuality, positive attitude, initiative, respect for self and others, and professional dress. D9.2 Investigate how the skills acquired in game design/development can be applied to other industries. D9. Use personal assessment tools to identify personal and professional strengths and weaknesses. D9.4 Analyze job and career requirements as related to career interests and opportunities in the game industry. D9.5 Investigate the common employment contracts in the game industry, such as Nondisclosure Agreements, Work for Hire agreements, and Noncompete clauses. D9. reate a resume and use it during a mock interview. At the end of the interview process, apply negotiation skills as they relate to salary and benefits packages. D10.0 Students will build a game that demonstrates teamwork and project management by creating a game design production plan that describes the game play, outcomes, controls, rewards, interface, and artistic style of a video game. D10.1 Use design documents to create a game design production plan. D10.2 Solicit and accept constructive criticism. D10. Use computer tools to create game programming, art, and audio. D10.4 reate and use animated objects in a game. D10.5 reate sound and music to enhance the game experience. D10. Test and debug the completed game. D10.7 Apply listening, speaking, and collaborative communication skills to effectively convey information. D10.8 Demonstrate a professional level of written and oral communication as necessary in the game industry. Page of 14
DISTRIT OFFIE USE ONLY: KHSD OURSE ODE #: 81/814 APPROVED BY BOARD: KHSD areer Technical Education ourse of Study R = lassroom LAB/ = Laboratory/Shop/ommunity lassroom I 200 Hours of Lecture. 40 Hours of Lab. Total: 540 Hours Total L A B INTRODUTION R / STANDARDS Page 7 of 14
DISTRIT OFFIE USE ONLY: KHSD OURSE ODE #: 81/814 APPROVED BY BOARD: KHSD areer Technical Education ourse of Study A. ourse Introduction 1. lassroom Rules 2. lassroom Procedures. Student Introduction B. Industry Overview 1. AAA Studios 2. Indie Studios. Publishers 4. Media 5. Retail Academic: LS:1112.1,1112.2, 11 12.4,1112. RSIT:1112.2,1112., 1112.7 WS:1112.2,1112.4, 1112., 1112.7, 11 12.8, 1112.9 US: 11.8.7 WH:10.11. Roles in Game Development 1. Management Roles 2. Design Roles. Engineering Roles 4. Artist Roles 5. Misc. Roles D. Skills of the Trade 1. Hard Skills Intro 2. Soft Skills Intro 9 TE Anchor: 2., 2.4, 2.5, 2.,.1,.2,.,.4,.5,.,.8, 7.1, 7., 9.2, 9., 9. TE Pathway: D2.1, D9.1, D9.2 I GAME OMPOSITION R L A B STANDARDS Page 8 of 14
DISTRIT OFFIE USE ONLY: KHSD OURSE ODE #: 81/814 APPROVED BY BOARD: KHSD areer Technical Education ourse of Study A. Game omponents 1. Game Pillars Genre / Platform Target Market Unique Selling Points Monetization Methods 2. Game onstruction Story Rules Systems Mechanics Obstacles Goals. Game Feel Pacing haracter Metrics World Metrics ontrol Mappings ontrol Feel B. Genres 1. Traditional 2. Emerging. Platforms 1. Mobile 2. onsole. Handheld 4. P 5. Virtual Reality 9 / Academic: LS:1112.1,1112.2, 11 12.4,1112. RSIT:1112.2,1112., 1112.7 RLST:1112.2,1112.4, 1112.,1112.7, 1112.8, 1112.9, 1112.10 TE Anchor: 4.1, 4.2, 4., 4.4, 4.5, 4., 5.1, 5.2, 5., 5.4, 10.1, 10.2 TE Pathway : D1.1, D1.2, D1., D1.4, D1.5, D2.2, D2., D2.4, D2.5, D2., D2.7, D5.1, D5.2, D5., D5.4, D7.1, D7.2, D7., D7.8, D7.9 Page 9 of 14
DISTRIT OFFIE USE ONLY: KHSD OURSE ODE #: 81/814 APPROVED BY BOARD: KHSD areer Technical Education ourse of Study I GAMES IN SOIETY A. What and Why we Play 1. Life Skills 2. Personal Development. Stress Relief 4. Fantasy 5. Evolution of Play B. Gamer Types 1. Killer 2. Achiever. Socializer 4. Explorer. Impact of Gaming on Society 1. Positive Impacts 2. Negative Impacts. Relationship Impact 4. Educational Impact 5. Economic Impact 5 R L A B / STANDARDS Academic: LS:1112.1,1112.2, 11 12.4,1112. RSIT:1112.2,1112., 1112.7 RLST:1112.2,1112.4, 1112.,1112.7, 1112.8, 1112.9, 1112.10 TE Anchor: 4.1, 4.2, 4., 4.4, 4.5, 4., 5.1, 5.2, 5., 5.4, 8.5, 10.1 TE Pathway : D8.1, D8.2, D8., D8.4, D8.5, D8., D8.7 I GAME DESIGN DOUMENTS A. Game Doc Types 1. oncept Doc 2. Pitch Doc. Feature Doc 4. Level Doc 5. The GDD B. Game Feature Doc 1. Description 2. Functionality. Mockups 4. Assets R L 20 A B / STANDARDS Academic: SLS:1112.1,1112.2,11 12.4,1112. RSIT:1112.2,1112., 1112.7 WS:1112.2,1112.4, 1112.,1112.7, 11 12.8, 1112.9 TE Anchor: 4.1, 4.2, 4., 4.4, 4.5, 4., 5.1, 5.2, 5., 5.4, Page 10 of 14
DISTRIT OFFIE USE ONLY: KHSD OURSE ODE #: 81/814 APPROVED BY BOARD: KHSD areer Technical Education ourse of Study. Level Design Doc 1. Beat hart 2. Progression. Economy 4. Level Layout V. UNREAL ENGINE 4 A. UE4 Basics 1. Engine Interface 2. Editor Navigation. ontent Browser 4. Actor Types B. UE4 Blueprints 1. Level Blueprints 2. lass Blueprints. Anatomy of a Blueprint 4. omponents 5. Functionality. ommunication 7. Debugging. UE4 Scripting 1. Events 2. Player Inputs. Variables 4. Arrays & Structures 5. onditions. Statements 7. Nodes 8. Timelines 9. Functions 10. Macros D. Design Modes 1. Geometry Edit 2. Paint. Landscape 4. Foliage 20 10.1, 10., 11.1, 11.2, 11.5 15 15 15 12 R L 0 40 40 40 A B / TE Pathway: D4., D4.9, D.1, D.2, D., D.7, D7.10, D10.1, D10.2, D10.8 STANDARDS Academic: LS:1112.1,1112.2, 11 12.4,1112. RSIT:1112.2,1112., 1112.7 RLST:1112.2,1112.4, 1112.,1112.7, 1112.8, 1112.9, 1112.10 TE Anchor: 2.5, 4.1, 4.2, 4., 4.4, 4.5, 4., 5.1, 5.2, 5., 5.4, 7., 7.4, 7.5, 10.1, 10., 11.1, 11.2, 11.5 TE Pathway: D.1, D.2, D., D.4, D.5, D4.1, D4.2, D4., D4.4, D4.5, D4., D4.7, D4.9, D5.4, D5.5, D5., D., D10., D10.4, D10.5, D10. Page 11 of 14
DISTRIT OFFIE USE ONLY: KHSD OURSE ODE #: 81/814 APPROVED BY BOARD: KHSD areer Technical Education ourse of Study E. UMG UI Design 1. Widget Blueprint Editor 2. Widget Types. Layout / Slots / Styling 4. Event Binding 5. Property Binding. Animation 10 40 F. Sound omposition 1. ut / Import Sounds 2. Sound Waves / ues. Scripting Sounds 12 G. Art omposition 1. Textures 2. Materials. Particles 4. Animations 5. Matinee / Sequencer 10 20 H. Performance & Profiling 1. Building 2. Level Loading / Streaming. Performance Analytic Tools 4. Optimizations 5. Warnings / Errors 12 I. Miscellaneous 1. Project Settings 2. Editor Preferences. World Settings (Default lasses) 4. reating Save System 10 V GAME STUDIO APPLIATIONS R L A B / STANDARDS Page 12 of 14
DISTRIT OFFIE USE ONLY: KHSD OURSE ODE #: 81/814 APPROVED BY BOARD: KHSD areer Technical Education ourse of Study A. Business of Games 1. Project Funding 2. Publisher Relations. Media Relations 4. Monetization 5. Key Metrics B. Game Development Life ycle 1. Pre-Production 2. Production. Alpha / Beta / Testing 4. Post-Launch 10 Academic: LS:1112.1,1112.2, 11 12.4,1112. RSIT:1112.2,1112., 1112.7 RLST:1112.2,1112.4, 1112.,1112.7, 1112.8, 1112.9, 1112.10. Team Dynamics 1. Work Methodologies 2. Scheduling. Dependencies 4. Organizational Software 5. ommunication 10 TE Anchor: 2.1, 2.2, 2., 2.4, 2.5, 4.1, 4.2, 4., 4.4, 4.5, 4., 5.1, 5.2, 5., 5.4, 7.1, 7.2, 7., 7.4, 7.5, 7., 7.7, 7.8, 8., 8.4, 8.5, 8., 8.7, 9.1, 9.2, 9., 9.4, 9., 9.7 TE Pathway: D2.1, D.1, D.2, D., D.4, D.5, D7.1, D7.2, D7., D7.4, D7.5, D7., D7.7, D7.8, D9.5, D10.1, 10.2, 10.7, 10.8 V EMPLOYMENT R L A STANDARDS Page 1 of 14
DISTRIT OFFIE USE ONLY: KHSD OURSE ODE #: 81/814 APPROVED BY BOARD: KHSD areer Technical Education ourse of Study A. Building a Professional Presence 1. Design Doc portfolio 2. Unreal Engine 4 portfolio. Online Profiles 4. Personal Websites B. Job Seeking 1. Self-assessment 2. Where to seek jobs 2. Job application. Resumes 4. Interviews 10 7 B / 10 Academic: LS:11.1,11.2,11.5, 11. RSIT:1112.2,1112., 1112.7 RLST:1112.2,1112.4, 1112.,1112.7, 1112.8, 1112.9, 1112.10 TE Anchor: 2.1, 2.2, 2., 2.4, 2.5,.1,.2,.,.4,.5,.,.8,.9, 11., 11.4, 11.5 TE Pathway: D9.1, D9.2, D9., D9.4, D9., D10.7, D10.8 Page 14 of 14