Supports students working as artists in an interdisciplinary collaboration with project teams led by senior students in computer game design (the yearlong Computer Science 170 series). Instruction includes techniques, tools, and concepts of drawing and painting in a digital environment oriented toward the context of computer games. Coursework is composed of projects to develop individual ideas and skills, as well as offering productively engaged participation in a collaborative game-design team. Enrollment restricted to art and art and design: computer game design majors; admission by permission of the instructor.
Quarter offered
Fall, Winter, Spring
Teaches the concrete skills associated with making a digital game, from start to finish. Activities include establishing a team, concepting, storyboarding, prototyping, producing, and testing a game for release. Students are organized into groups and work together to create and produce a playable game. Students are billed a materials fee.
Instructor
Elizabeth Swensen
General Education Code
PR-E
Quarter offered
Spring, Summer
Allows students to explore game designs related to their ongoing work within their major in either digital or non-digital formats. Students choose a topic and develop game projects that engage players. Students are billed a materials fee.
Quarter offered
Fall, Winter, Spring
Gives students an opportunity to explore game designs related to their ongoing work within the AGPM major, in either digital or analog formats. Students develop projects that engage players on a topic of their choosing.
Quarter offered
Fall, Winter, Spring
Studio course in which students learn the highly technical and fundamental skills in the production of 3D art assets for video games. Covers the essential steps in the 3D art pipeline, starting with basic 3D modeling, UV unwrapping, the creation of texture maps, and finally, game engine implementation. Focuses on developing an understanding of the processes and creative thinking necessary to produce industry-level artwork rather than specific software. Students provided with video lectures and demos, and students can expect to produce weekly assignments to practice basic skills and concepts covered.
Instructor
Marcelo Viana Neto
Gives students an in-depth understanding of the techniques of 3D character rigging and animation for video games. Students understand and develop the skills necessary to be an effective technical artist and animator with a focus on industry standard methods for animating characters to be implemented into a game engine. Course provides students with video and written lectures, video demonstrations, assignments and discussion boards aimed at giving them historical understanding of game animation, the evolution of these techniques, hands-on work to become proficient, as well as the ability to communicate online with other students and the instructor to answer questions and further their knowledge.
General Education Code
PR-C
What do immersion and interactivity look like outside of virtual worlds? How can we activate social dynamics and public space for the purpose of play? How might we evoke feelings of purpose, or even magic, for players and spectators alike? Students will study and create immersive experiences designed to play out in real life. Drawing inspiration from performance studies, activism, art history, and more, we will transform the everyday into the extraordinary.
General Education Code
PR-C
Explores experimental mechanics, dynamics, themes, and aesthetics within the tabletop RPG form. In groups and individually, students will play, run, design, write, workshop, and print/produce experimental tabletop RPGs, as well as conduct usability tests focused on layout, design cohesion, and accessibility.
Looks specifically at the design of non-digital games. Surveys a variety of game types and designs. Students prototype card or board game, culminating in a final project that engages players on a socially relevant topic.
Students create novel, interesting game concepts and outline and polish a game pitch for their yearlong project, starting with concept ideation and storyboarding to prototyping and presenting the game idea. This course is part one of the art and design: games and playable media capstone requirement. Students are billed a materials fee.
Students craft the core loop of their yearlong game project. Students build the game, examine player feedback, and repeat the process to make the game better. This course places particular emphasis on advanced production techniques for working in teams, as well as software engineering practices for software design, software testing, and build management. This course is part two of the art and design, games and playable media capstone requirement.
Students scope and polish their final game designs. Students work towards releasing one specific game platform while coordinating across disciplinary boundaries to create and integrate all the necessary code, art, animation, and sound assets for their game. This course is part III of the art and design: games and playable media capstone requirement. Students are billed a materials fee.
Supports students who are collaborating with the ARTG/CMPM 170-series teams on the creation of their capstone game projects. Enrollment is restricted to students who are working with senior game-design project groups, and by permission of the instructor,
Instructor
The Staff, Robin Hunicke
Quarter offered
Winter, Spring
Individual study in areas approved by sponsoring instructors. Tutorial may not be used to satisfy major requirements. Petition required, approved by instructor and department; petitions available on the program website.
Quarter offered
Fall, Winter, Spring, Summer
Individual study in areas approved by sponsoring instructors. Tutorial may not be used to satisfy major requirements. Petition required, approved by instructor and department; petitions available on the program website.
Quarter offered
Fall, Winter, Spring, Summer