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.
Instructor
Noah Wardrip-Fruin, Nathan Altice, Michael John, Elin Carstendottir
Level design integrates architecture, psychology, and drama with the tools of game making. Course explores both 2D and 3D level design through both analysis and construction of video game levels, along with key readings, particularly in architecture.
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.
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.
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.
Instructor
The Staff, Jim Whitehead, Michael John
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.
Instructor
Jim Whitehead, Michael John
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.
Instructor
Jim Whitehead, Michael John, Erin Robinson
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.
Instructor
The Staff, Jim Whitehead
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.
Instructor
Adam Smith, Eddie Melcer
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.
Instructor
Adam Smith, Jim Whitehead
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 GAME 230.
Instructor
Noah Wardrip-Fruin, Eddie Melcer
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 GAME 230.
Instructor
Adam Smith, Noah Wardrip-Fruin, Michael John
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.
Research approaches to game usability, from direct interaction with players to game instrumentation methods. Students learn to understand, select between, and adapt research designs and analysis approaches. Includes defining and measuring impact and effect size of serious games.
Instructor
Katherine Isbister
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.
Instructor
Sri Kurniawan, Katherine Isbister
Research approaches to user experience of games, from direct interaction with players to game instrumentation methods. Students learn to understand, select between, and adapt research designs and analysis approaches. Includes defining and measuring impact and effect size of serious games.
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.
Instructor
Jim Whitehead, Eddie Melcer
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.
Instructor
Jim Whitehead, Michael John
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.
Instructor
Jim Whitehead, Michael John
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.
Instructor
Jim Whitehead, Noah Wardrip-Fruin, Michael John, Erin Robinson, Elin Carstendottir
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.
Instructor
Jim Whitehead, Noah Wardrip-Fruin, Michael John, Erin Robinson
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.
Instructor
Jim Whitehead, Noah Wardrip-Fruin, Michael John, Elin Carstendottir
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.
Instructor
Jim Whitehead, Noah Wardrip-Fruin, Michael John, Erin Robinson
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. Can be taken for Satisfactory/Unsatisfactory credit only.
Instructor
Michael John, Elin Carstendottir, Eddie Melcer
Quarter offered
Fall, Winter
Examines games that produce novel experiences. Each session consists of game play and discussion of associated readings. Students learn to appreciate the range of possible game experiences, and understand key design ideas that enable those experiences.
Instructor
Daniel Shapiro
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.
Instructor
Jim Whitehead, Michael Mateas