Games and Playable Media

2018-19 General Catalog

Baskin School of Engineering
(831) 459-2158
http://www.soe.ucsc.edu

Faculty | Program Statement | Computational Media Course Descriptions


Graduate Courses

200. Game Design Systems. F
Analyzes how games aggregate mechanics to create dynamic, interactive systems. Students analyze and design systems by general categories (e.g., movement, economy, conflict) to better understand their histories, relationships, and implementations. Enrollment is restricted to graduate students. N. Altice, N. Wardrip-Fruin

210. Game Art Intensive. W
Teaches the basic vocabulary, concepts, and practices of creating 2D and 3D art assets for games, as well as their management and integration into game engines. Includes sprites, models, textures, animations, and an introduction to effects. Enrollment is restricted to games and playable media graduate students; others by interview. E. Unger

215. Audio Direction. W
Introduces fundamentals of digital audio and its implementation into a game project. Explores elements of acoustic audio therapy, musical theory, and digital audio theory, coupled with hands-on creation. Students work with audio software, synthesis, plug-in processing and microphones to develop and create an audio direction. Enrollment is restricted to games and playable media graduate students. The Staff

221. Professional Development for Game Makers I (2 credits). S
First course in a three-course sequence covering the game industry, game jobs, current thinking on games, and becoming a professional game maker. Focuses on presenting yourself and your ideas. Includes elements of writing, speaking, and designing professional communication. Enrollment is restricted to games and playable media graduate students; others by interview. The Staff, M. John, J. Whitehead

222. Professional Development for Game Makers II (2 credits). *
Second course in a three-course sequence covering the game industry, game jobs, current thinking on games, and becoming a professional game maker. Focus on design considerations and methodologies employed in the game industry with emphasis placed upon the student's ability to develop designs beyond mere ideas through to execution. Enrollment is restricted to games and playable media graduate students. M. John, J. Whitehead

223. Professional Development for Games Makers III (2 credits). *
The third course in a three-course sequence covering the game industry, game jobs, current thinking on games, and becoming a professional game maker. Focuses on the business of the game industry, including funding, corporation types and formation, budgeting and burn rates, pitch decks, and marketing. Enrollment is restricted to games and playable media graduate students. J. Whitehead, E. Robinson, M. John

230. Fundamentals of Game Engineering. F
Deep introduction to technologies used in the construction of computer games. Principles of 2D game engine design, including architecture, object-oriented design patterns, collision detection, particle systems. Also examines artificial intelligence techniques including pathfinding, state machines, and behavior trees. Enrollment is restricted to games and playable media graduate students. J. Whitehead, The Staff

231. Game Technologies. S
Learn the fundamentals of at least two contemporary game engines. Develop 3D game prototypes using custom-level geometry and shaders. Understand common features of the engines and how engine-specific features shape the space games that are reasonable to implement. Prerequisite(s): course 230, or courses 235 and 236. Enrollment is restricted to graduate students. A. Smith

232. Advanced Game Technologies. F
Exposes students to cutting-edge research technologies enabling the creation of games not possible with off-the-shelf techniques. Students learn how understand research to incorporate such technologies into a game. Students create rapid prototypes using several different technologies. Prerequisite(s): course 230, or courses 235 and 236. Enrollment is restricted graduate students. J. Whitehead, A. Smith

235. Game Development I. F
First in a two-course sequence providing an introduction to game programming using a modern object-oriented language. Introduces the technologies used in the construction of computer games. Introduces the principles of 2D game engine design, including architecture, object-oriented design patterns, and collision detection. Students may not receive credit for this course and course 230. Enrollment is restricted to graduate students. N. Wardrip-Fruin

236. Game Development II. W
Second in a two-course sequence providing an introduction to game programming using a modern object-oriented language. Intermediate technologies are used in the construction of computer games. Includes NPC behavior, scenes and shaders, physics, debugging, and managing game code. Students may not receive credit for this course and course 230. Prerequisite(s): course 235. Enrollment is restricted to graduate students. N. Wardrip-Fruin, A. Smith

238. Computer Graphics for Games. W
Advanced computer-graphics techniques for computer games. Covers a range of computer graphics techniques used in contemporary computer games, with emphasis on those that complement existing game engines. Subjects covered include: lighting for models and scenes, shader programming (including several visual effects), procedural mesh manipulation, advanced use of particle systems, and non-photorealistic rendering techniques. Prerequisite(s): course 230 or 235. Enrollment is restricted to graduate students. A. Forbes

250. Foundations of Serious Games. F
Provides an overview of the serious games field, including projects in various domains and using various design approaches. Introduces the fundamentals of requirements analysis and efficacy measurement for the serious games field, and their connections to game and project design. Enrollment is restricted to graduate students. K. Isbister, S. Kurniawan

255. Serious Games Studio I. S
Focuses on developing innovative project concepts, rapid prototyping and playtesting, and the creation of concept presentations. Students identify appropriate sources of subject matter expertise, elicit knowledge to inform a game project, and integrate that knowledge into the core gameplay experience. Prerequisite(s): course 200, or 230, or 236, or 250. Enrollment is restricted to graduate students. J. Whitehead

256. Serious Games Studio II. F
Students work in teams to develop serious games. Involves multiple aspects of game production with emphasis on initiating production and coordination between requirements and design, and preparing a game iteration for efficacy measurement. Students receive frequent critiques on emerging game projects. Prerequisite(s): course 255. Enrollment is restricted to graduate students. J. Whitehead

257. Serious Games Studio III. W
Students work in teams to develop serious games. Involves multiple aspects of game production with emphasis on performing efficacy measurements and responding through iteration. Students receive frequent critiques on final game projects. Prerequisite(s): course 256. Enrollment is restricted to graduate students. J. Whitehead

270. Games and Playable Media Studio I. *
First course in a three-course sequence covering the fundamentals and advanced topics in game and playable-media development. Focuses on developing innovative project concepts using methods ranging from prototyping to design documents, planning, and initiating project development. Enrollment is restricted to games and playable media graduate students; others by interview. J. Whitehead, E. Robinson, M. John, N. Wardrip-Fruin

271. Games and Playable Media Studio II. *
The second course in a three-course sequence in which students work in teams to develop an innovative computer game. Coursework involves multiple aspects of game production, including agile methodology; game and level design; development of code to implement game behavior; art direction; and audio design. Students receive frequent critiques on emerging game projects. Prerequisite(s): course 270. Enrollment is restricted to games and playable media graduate students. J. Whitehead, E. Robinson, M. John, N. Wardrip-Fruin

272. Games and Playable Media Studio III. *
The third course in a four-course sequence in which students work in teams to develop an innovative computer game. Coursework involves multiple aspects of game production including agile methodology; game and level design; development of code to implement game behavior; art direction; and audio design. Students receive frequent critiques on emerging game projects. Enrollment is restricted to graduate students in the games and playable media program. J. Whitehead, M. John, N. Wardrip-Fruin

273. Game Production Intensive (10 credits). *
Fourth course in a four-course sequence in which students work in teams to launch an innovative computer game. Coursework involves multiple aspects of game production, including agile methodology, game and level design, development of code to implement game behavior, art direction, and audio design. The emphasis is on interacting with game media to publicize the game. Students receive frequent critiques on emerging game projects. Enrollment is restricted to graduate students in the games and playable media program. J. Whitehead, E. Robinson, M. John, N. Wardrip-Fruin

280A. Games Proseminar (2 credits). F,W
Students learn through guest speakers, design exercises, master classes, and interactive group activities. Students prepare through reading texts, playing games, and developing their own materials. Features visitors from small and large developers, game scholars, and those using games in general. Enrollment is restricted to graduate students. M. John

290A. Advanced Topics in Games. F,W
In-depth study of current topics in digital and non-digital games. Topics vary, but are expected to include virtual reality, augmented reality, novel game interfaces, advanced computer graphics techniques, advanced game-design techniques, advanced procedural content generation, and autonomous characters. Enrollment is restricted to graduate students. May be repeated for credit. M. Mateas, J. Whitehead


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Revised: 07/15/18