Associate of Science in Game Production and Design
Program Length – 18 months
Total Credits: 60
Chronological Course order
1[button]Introduction to Transmedia Design[/button]
Introduction to Transmedia Design
Liberal Arts
Introduction to Transmedia Design will introduce students to the development of stories and characters across multiple mediums, including films, music, books, games, webisodes and social media. This course will present practical strategies to increases audience engagement, create new revenue streams for producers, open up a project to multiple demographics and prime a project for generational success. Students will learn the basic creative strategies and value propositions governing the transmedia space and, most importantly, how to use them to optimize projects and media throughout the entire entertainment spectrum.
Liberal Arts
Introduction to Transmedia Design will introduce students to the development of stories and characters across multiple mediums, including films, music, books, games, webisodes and social media. This course will present practical strategies to increases audience engagement, create new revenue streams for producers, open up a project to multiple demographics and prime a project for generational success. Students will learn the basic creative strategies and value propositions governing the transmedia space and, most importantly, how to use them to optimize projects and media throughout the entire entertainment spectrum.
2[button]Survey of the Video Game Industry[/button]
Survey of the Video Game Industry
Core Class
This course is an introduction to the video game industry and to games as a form of entertainment. Topics include business and economic concepts as applied to the game industry, the history of video games, success factors for industry professionals, fundamental game design analyses and perspectives, as well as controversial, societal issues facing games and the game industry of today.
Core Class
This course is an introduction to the video game industry and to games as a form of entertainment. Topics include business and economic concepts as applied to the game industry, the history of video games, success factors for industry professionals, fundamental game design analyses and perspectives, as well as controversial, societal issues facing games and the game industry of today.
3[button]Game Art I[/button]
Game Art I
Core Class
In this course, students learn fundamental skills for creating art assets using popular industry software as well as developing artistic technique. Characters, objects, and environments, will be created in 2D. Concept art through the form of model sheets will also be created. This work will serve as the basis for students’ 3D models in the Game Art 2 course.
Core Class
In this course, students learn fundamental skills for creating art assets using popular industry software as well as developing artistic technique. Characters, objects, and environments, will be created in 2D. Concept art through the form of model sheets will also be created. This work will serve as the basis for students’ 3D models in the Game Art 2 course.
4[button]Level Design
Quantitative Principles[/button]
Quantitative Principles[/button]
Level Design
Core Class
In this course, students use level editors and other tools to design game environments, placing physical obstacles and rewards along with non-physical elements such as event triggers. Students learn to create levels that offer variety within a cohesive experience, keeping in mind pacing, escalating tension, and climaxes.
Quantitative Principles
Liberal Arts
Quantitative Principles is designed to introduce students to basic quantitative principles and enhance their skills in problem solving. The course covers basic principles in algebra, geometry, statistics and business math, and the application of these principles in film, music, gaming, animation and entertainment business. Real-world examples and problems related to their field of study will be worked out by students toward an understanding of the advantages of being quantitatively literate in chosen professions. At the end of the course, students are expected to gain an appreciation of quantitative principles and its practical uses, and to be able to use these principles in problem-solving, decision-making, and improving their craft in their respective areas of discipline.
Core Class
In this course, students use level editors and other tools to design game environments, placing physical obstacles and rewards along with non-physical elements such as event triggers. Students learn to create levels that offer variety within a cohesive experience, keeping in mind pacing, escalating tension, and climaxes.
Quantitative Principles
Liberal Arts
Quantitative Principles is designed to introduce students to basic quantitative principles and enhance their skills in problem solving. The course covers basic principles in algebra, geometry, statistics and business math, and the application of these principles in film, music, gaming, animation and entertainment business. Real-world examples and problems related to their field of study will be worked out by students toward an understanding of the advantages of being quantitatively literate in chosen professions. At the end of the course, students are expected to gain an appreciation of quantitative principles and its practical uses, and to be able to use these principles in problem-solving, decision-making, and improving their craft in their respective areas of discipline.
5[button]Game Audio[/button]
Game Audio
Core Class
Game Audio emphasizes the emotional power behind a game with innovative sound design. Students are introduced to sound theory and its significant role within a game. Students gain practical experience by using the most widely acclaimed audio industry tools to record, edit, design, mix, format, and deliver their own audio assets.
Core Class
Game Audio emphasizes the emotional power behind a game with innovative sound design. Students are introduced to sound theory and its significant role within a game. Students gain practical experience by using the most widely acclaimed audio industry tools to record, edit, design, mix, format, and deliver their own audio assets.
6[button]Game Art II[/button]
Game Art II
Core Class
Building upon the concept art projects from the previous Game Art 1 course, students will model 3D props and environments using popular industry software. Students will learn industry-standard techniques that are prevalent in current- generation 3D games.
Core Class
Building upon the concept art projects from the previous Game Art 1 course, students will model 3D props and environments using popular industry software. Students will learn industry-standard techniques that are prevalent in current- generation 3D games.
7[button]Game Programming I[/button]
Game Programming I
Core Class
This course introduces students to computer programming from a game development perspective. Utilizing an industry standard scripting language, students learn fundamental programming concepts while writing interactive projects and mini-games.
Core Class
This course introduces students to computer programming from a game development perspective. Utilizing an industry standard scripting language, students learn fundamental programming concepts while writing interactive projects and mini-games.
8[button]Creative Writing
Interpersonal Communications[/button]
Interpersonal Communications[/button]
Creative Writing
Liberal Arts
Creative Writing is designed to help students develop and refine their own writing skills and strategies, while developing in-depth personal and intellectual inquiries into their own creative processes. The course connects personal reflection with critical analysis, providing varied opportunities for strengthening writing and language skills. As the course unfolds, a series of assignments lead students through a continually deepening creative writing process, developing into complex and thoughtful written projects.
Interpersonal Communications
Liberal Arts
The Interpersonal Communications course is designed to provide the strategies and skills necessary for a lifetime of effective career-related communication. Students engage in a variety of activities that develop their mastery of spoken and written communication, active listening, image management, and stress and conflict management.
Liberal Arts
Creative Writing is designed to help students develop and refine their own writing skills and strategies, while developing in-depth personal and intellectual inquiries into their own creative processes. The course connects personal reflection with critical analysis, providing varied opportunities for strengthening writing and language skills. As the course unfolds, a series of assignments lead students through a continually deepening creative writing process, developing into complex and thoughtful written projects.
Interpersonal Communications
Liberal Arts
The Interpersonal Communications course is designed to provide the strategies and skills necessary for a lifetime of effective career-related communication. Students engage in a variety of activities that develop their mastery of spoken and written communication, active listening, image management, and stress and conflict management.
9[button]Discrete Math[/button]
Discrete Math
Liberal Arts
This course provides an introduction to the concepts of mathematics and mathematical reasoning. Students will explore propositional and symbolic logic, sets and relations, functions, algorithms, mathematical induction, matrices, graphs, and Boolean logic. Students will use sets, graphs, trees, and other data structures and will learn to recognize and express mathematical ideas graphically, numerically, symbolically, and in writing.
Liberal Arts
This course provides an introduction to the concepts of mathematics and mathematical reasoning. Students will explore propositional and symbolic logic, sets and relations, functions, algorithms, mathematical induction, matrices, graphs, and Boolean logic. Students will use sets, graphs, trees, and other data structures and will learn to recognize and express mathematical ideas graphically, numerically, symbolically, and in writing.
10[button]Game Programming II[/button]
Game Programming II
Core Class
Building on the foundation of Game Programming 1, students tackle more advanced programming concepts and utilize modern software development methodology to create more ambitious interactive projects.
Core Class
Building on the foundation of Game Programming 1, students tackle more advanced programming concepts and utilize modern software development methodology to create more ambitious interactive projects.
11[button]Game Design I
Psychology of Play[/button]
Psychology of Play[/button]
Game Design I
Core Class
This course focuses on the development of solid holistic game design fundamentals and on establishing a framework for the analysis, problem-solving and design of games. Students learn how to deconstruct, re-construct and build core mechanics in game systems through the application of design criteria. The course also lays foundations for effective and constructive evaluation of and communication about other students’ work and projects.
Psychology of Play
Liberal Arts
In the Psychology of Play Course, students explore how the field of psychology values the concept of play as a mechanism that allows a person to apply game strategies to accomplish life goals. Students will be introduced to how the action of play shapes the brain, develops critical-thinking skills, and strengthens the ability to collaborate with others in social and professional settings. By exploring the key works of Jean Piaget, William James, Sigmund Freud, Carl Jung, and Lev Vygotsky, students will learn about the value of play and how to apply techniques of play in developing cognitive strategies to complete creative, professional, and social tasks. Students will utilize the psychology viewpoint of play to examine how this relates to their life, their education, and their chosen creative field.
Core Class
This course focuses on the development of solid holistic game design fundamentals and on establishing a framework for the analysis, problem-solving and design of games. Students learn how to deconstruct, re-construct and build core mechanics in game systems through the application of design criteria. The course also lays foundations for effective and constructive evaluation of and communication about other students’ work and projects.
Psychology of Play
Liberal Arts
In the Psychology of Play Course, students explore how the field of psychology values the concept of play as a mechanism that allows a person to apply game strategies to accomplish life goals. Students will be introduced to how the action of play shapes the brain, develops critical-thinking skills, and strengthens the ability to collaborate with others in social and professional settings. By exploring the key works of Jean Piaget, William James, Sigmund Freud, Carl Jung, and Lev Vygotsky, students will learn about the value of play and how to apply techniques of play in developing cognitive strategies to complete creative, professional, and social tasks. Students will utilize the psychology viewpoint of play to examine how this relates to their life, their education, and their chosen creative field.
12[button]Analog Game Theory[/button]
Analog Game Theory
Core Class
Students are introduced to game design theory and to board and card games that do not require technology to create engaging experiences. Without the constraints of a technological platform, students are free to explore game concepts and mechanics that might otherwise be impractical, concentrating on game play rather than technology.
Core Class
Students are introduced to game design theory and to board and card games that do not require technology to create engaging experiences. Without the constraints of a technological platform, students are free to explore game concepts and mechanics that might otherwise be impractical, concentrating on game play rather than technology.
13[button]Game Design II[/button]
Game Design II
Core Class
This course expands and refines study from previous design courses with an emphasis on learning to put design principles into practice. Students will learn how to focus their designs around key ideas and features. Topics include single-player design, multiplayer design, ethics versus purposeful irresponsibility and interactive design processes.
Core Class
This course expands and refines study from previous design courses with an emphasis on learning to put design principles into practice. Students will learn how to focus their designs around key ideas and features. Topics include single-player design, multiplayer design, ethics versus purposeful irresponsibility and interactive design processes.
14[button]Game Assets
Aesthetics & Culture[/button]
Aesthetics & Culture[/button]
Game Assets
Core Class
The course provides a hands-on introduction to the asset creation and management process utilized during game production. Students learn how to share assignments and work together efficiently on the same art, sound, and programming assets, as is common in the game production pipeline environment. In addition, students begin to breathe life into their own game concepts and prototypes by creating concept art, audio and programming assets.
Aesthetics & Culture
Liberal Arts
This course is designed as a chronological survey of the social organizations, systems of government, intellectual/philosophical traditions, aesthetic assumptions, art and architecture, theatre, music, and literature of a wide array of historical periods and geographical regions. While examining important artists, cultural figures, theorists, critics, genres, and experimental forms, Aesthetics and Culture will attempt to illustrate how fluid cultural values have affected the various manners of artistic conception, creation, and reception. Primary emphasis will be placed upon locating and defining the idiomatic, idiosyncratic scheme of cultural assumptions, socio-political structures, and aesthetic values which characterize the various epochs and regions under consideration.
Core Class
The course provides a hands-on introduction to the asset creation and management process utilized during game production. Students learn how to share assignments and work together efficiently on the same art, sound, and programming assets, as is common in the game production pipeline environment. In addition, students begin to breathe life into their own game concepts and prototypes by creating concept art, audio and programming assets.
Aesthetics & Culture
Liberal Arts
This course is designed as a chronological survey of the social organizations, systems of government, intellectual/philosophical traditions, aesthetic assumptions, art and architecture, theatre, music, and literature of a wide array of historical periods and geographical regions. While examining important artists, cultural figures, theorists, critics, genres, and experimental forms, Aesthetics and Culture will attempt to illustrate how fluid cultural values have affected the various manners of artistic conception, creation, and reception. Primary emphasis will be placed upon locating and defining the idiomatic, idiosyncratic scheme of cultural assumptions, socio-political structures, and aesthetic values which characterize the various epochs and regions under consideration.
15[button]Concepting & Preproduction[/button]
Concepting & Preproduction
Core Class
This course is designed to stimulate the creative and collaborative process of pre-producing a video game project. Each student develops and pitches at least one original game concept in an environment that fosters constructive feedback. Much of the course specifically focuses on preproduction planning and documenting the scope of work of the Final Project games. Approved proposals will serve as the basis of Final Projects developed during the Game Production courses.
Core Class
This course is designed to stimulate the creative and collaborative process of pre-producing a video game project. Each student develops and pitches at least one original game concept in an environment that fosters constructive feedback. Much of the course specifically focuses on preproduction planning and documenting the scope of work of the Final Project games. Approved proposals will serve as the basis of Final Projects developed during the Game Production courses.
16[button]Game Production I[/button]
Game Production I
Core Class
In this course, game teams finalize various planning and workflow management issues relating to production of their team’s Final Project, including design, documents, milestone scheduling, test plans, tools and asset pipelines. Each team will name their production team and assign roles to each team member. Once roles have been established and duties assigned, the development work begins.
Core Class
In this course, game teams finalize various planning and workflow management issues relating to production of their team’s Final Project, including design, documents, milestone scheduling, test plans, tools and asset pipelines. Each team will name their production team and assign roles to each team member. Once roles have been established and duties assigned, the development work begins.
11[button]Game Production II[/button]
Game Production II
Core Class
In this second phase of the Final Project cycle, the skills learned during the prerequisite courses in the game production program come into play as the creative teams work toward completion of their games. Students will continue to develop and troubleshoot their projects while adhering to the schedule of milestone deliverables.
Core Class
In this second phase of the Final Project cycle, the skills learned during the prerequisite courses in the game production program come into play as the creative teams work toward completion of their games. Students will continue to develop and troubleshoot their projects while adhering to the schedule of milestone deliverables.
18[button]Game Production III[/button]
Game Production III
Core Class
In this final production course, the culmination of skills learned during the game program will demonstrate students’ mastery of game production techniques. Each game team will complete and
deliver their projects and adhere to the established schedule. Evaluation of projects is based on milestone targets met, documentation, team work and Final Project presentation. The final week of the class will include review of the Final Projects by both faculty and fellow students.
Core Class
In this final production course, the culmination of skills learned during the game program will demonstrate students’ mastery of game production techniques. Each game team will complete and
deliver their projects and adhere to the established schedule. Evaluation of projects is based on milestone targets met, documentation, team work and Final Project presentation. The final week of the class will include review of the Final Projects by both faculty and fellow students.