ACCAD 6002 - Computer Game Art and Design I 
DESIGN 4104 - Intermediate Game Design I

Days and Times: T,R  12:45-2:05 pm
Instructor: Alan Price
Office Hours: by appointment
Office Phone: 614.247.8957
Email: aprice@acccad.osu.edu

Syllabus (6002)

Schedule

This schedule is subject to change. Announcements will be made during class hours.

WEEK 1 –
Tue 1.09

Overview / syllabus / make a game

Assigned reading: Rules of Play, Chapter 7 - Defining Games - PDF on class workspace
Complete the reading and be prepared for in-class discussion on Wednesday 1.11

Thur 1.11
Rapid prototyping and physical game creation - group collaboration
Take a given physical game (hide and seek, tag you're it, etc.) and modify or introduce new rules, obstacles, or goals to see how that effects gameplay. After coming up with mods individually, try these new rules out in small groups and come up with new mods as you playtest. Give attention to how game design concepts take shape away from the distraction of complex digital tools and programming.

Class discussion of Assigned reading: Rules of Play, Chapter 7 - Defining Games - PDF on class workspace
Definitions of games


WEEK 2 –
Tue 1.16
Introduction to Unity
Assignment:
    View Unity's introductory editor interface 'beginner' videos
    Start ROLLABALL tutorial 
    Complete at least the following before start of next class (Thur 9.06):
        INTRODUCTION
            1. Introduction to Roll-a-Ball
        ENVIRONMENT AND PLAYER
            1. Setting up the Game
            2. Moving the Player 2.
        CAMERA AND PLAY AREA
            1. Moving the Camera 
            2. Setting up the Play Area


Assigned reading and short paper: I Have No Words and I Must Design by Greg Costikyan
Costikyan asks what it means when we say a game has “good gameplay”. 
After our discussion, write a short paper that addresses the following question: In your opinion, what elements of game design contribute the most to creating “good gameplay”? Use terminology from the essay, but avoid simply repeating phrases from it. Reflect on what is important to good gameplay and discuss it in your own words. Two pages, double spaced. Due Tueday 9.11
Interaction /  Goals / Struggle / Structure /  Endogenous Meaning /
Leblanc's Taxonomy: Sensation / Fantasy / Narrative / Challenge / Fellowship / Discovery / Expression / Masochism


Thur 1.18
Q&A and continue ROLLABALL tutorial 
    COLLECTING, SCORING AND BUILDING THE GAME 
        1. Creating Collectable Objects
        2. Collecting the Pick Up Objects
        3. Displaying the Score and Text
        4. Building the Game
Individually show completed ROLLABALL tutorial 

Project One Assigned: ROLLABALL MODS

Design and produce a modification based on the ROLLABALL game created from the tutorial.
Mods must be intially designed as sketches and/or written description. The logic required for implementation must also be planned in writing or graphs (pseudocode).
Mods must introduce changes in the gameplay. Adding visual design or sound is encouraged, but alone does not fulfill the objectives of the assignment.
Proposals consisting of sketches, writing, and logic are due Tue 9.11
Completed Mods are due Tue 9.18



WEEK
3 –
Tue 1.23
Due: Costikyan response papers (assigned 8.30)
Due: Proposals for Mods consisting of sketches, writing, and logic revieThur individually during class
In-class work on ROLLABALL MODS

Here is a tutorial for Instantiate

Review Unity tutorials for scripting:
Beginner Gameplay Scripting

Tutorials that may be helpful for your game mod:
12: Activating GameObjects
13: Translate and Rotate

14: Look At
15: Linear Interpolation
16: Destroy
17: GetButton and GetKey
18: GetAxis
19: OnMouseDown
21: Delta Time
24: Instantiate

Tutorials that may be helpful for learning more C# syntax and concepts:
2: Variables and Functions
3: Conventions and Syntax
5: IF Statements
6: Loops
7: Scope and Access Modifiers
28: Switch Statements


Thur
 1.25
In-class work on ROLLABALL MODS
Start screen and in-game pause/restart templates provided

Some tips if you are creating models in Maya
Unity manual pages:
Tips on modeling for Unity
Importing models and textures to Unity
Importing textures and settings
Importing Maya models to Unity
Preparing files as FBX for loading in Unity



WEEK
5 –
Tue 1.30
Project One: ROLLABALL MODS PROGRESS REVIEW
Feedback should be used to continue refinement of the mod.

Thur 2.01
In-class work on ROLLABALL MODS
Game prototyping deTuestration

Assigned reading: Miguel Sicart’s essay on game mechanics
Be prepared for class discussion for the Prototyping and Playtesting assignment starting 9.27



WEEK
6 –
Tue 2.06
Project One Due: FINAL ROLLABALL MODS
open class game play - all games should be ready to play at start of class
Plan to have refined / improved mods ready for presentation at GDEX, September 30 - October 1. Mods that have not been significantly improved basd on feedback will not be presented at GDEX.

Thur 2.08
Project Two Assigned: PROTYPING AND PLAYTESTING
Each team will collaborate to design and produce a game scenario (this could be thought of as one level or part of a level in a larger game) created through an iterative process of prototyping and testing. Each team member should create prototype sketches in Unity and have other team members try them out. Through a collaborative process, the final core mechanics and theme of the scenario should be agreed upon preceding final development, playtesting, and visual design work. The completed level should include artwork created using other applications for textures and models.

The completed scenario will be evaluated with priority on the gameplay, goals and challenges derived from creative combinations and emergent dynamics of the game mechanics. Evaluation will also be based on the effectiveness and quality of the scenario's visual design, and effective team management and collaboration.

(Example of a template system with primary mechanics that can lead to emergent or dynamic gameplay design:
Level Design Game Creation Kit)

Level Design
Assigned reading:
    Three Inspirations for Creative Level Design
    Where's the Design in Level Design? Part I
    Where's the Design in Level Design? Part 2



WEEK
7 –
Tue 2.13 & Thur 2.15
Topics



WEEK
8 – (MID SEMESTER)
Tue 2.20 & Thur 2.22
Topics



WEEK
9 –
Tue 2.27
Topics

Thur 3.01
Topics

Assigned reading:
Richard Lemarchand’s GDC slide presentation “Attention, Not Immersion.
Assignment
: In your own words, explain Lemarchand’s thinking behind his distillation of three concepts for getting and holding our attention:
Beauty > Aesthetics > Contrast
Story > Narrative > Social
Gameplay > Ludism > Systems

Lemarchand closes his presentation with a discussion of the psychological state of Flow. He includes discussion of intrinsic and extrinsic goals, autotelic experience, and then places them in context to experiential games. In your own words, what is he talking about?
Two to three pages, double spaced.
Due 03.27



WEEK
10 –
Tue 3.06
Project Two Due: PROTYPING AND PLAYTESTING
open class game play - all games should be ready to play at start of class
team presentations

Thur 3.08
team presentations continued

Project Three Assigned: FINAL GAME DEVELOPMENT



WEEK
11 –
March Break - 3.13 & 3.15 no classes




WEEK
12 –

Tue 3.20
Topics 
Ideation and prototype experiments begin

Thur 3.22
Topics 
Proposals for Final Game Development should be approved by end of class


WEEK 13 –
Tue 3.27
DUE: written response for Richard Lemarchand’s GDC slide presentation “Attention, Not Immersion. (See 10.19 above for instructions)
Topics

Thur 3.29
Topics
Multiplayer / splitscreen


WEEK 14 –
Tue 4.03 & Thur 4.05
Topics
Inventory Systems
Audio Control and Interaction



WEEK
15 –
Tue  4.10 & Thur 4.12
Topics
Saving Game States, preferences, score, etc.



WEEK
16 –
Tue  4.17 & Thur 4.19
Topics
Level of Detail, Occlusion Cullling




Project 3 Due: FINAL GAME - FINALS WEEK
team presentations & game play



TOPICS

Topics will be presented throughout the semester.  The order and selection will be based on the expressed interest of students in the class (speak up!) and in relation to projects proposed by the teams. Upcoming topics will be announced in class whenever possible. Topics may include:

Modeling and texturing
Animation and importing
Collision and proximity detection
Raycasting and selections
Non Player Character (NPC) behaviors
Audio (2D and 3D)
Level of Detail, Occlusion Culling
GUI for buttons. menus, labels, etc.
Lighting, Shadows, and Lightmapping
Shaders and Render Effects
Game controllers configurations
External (realtime) data sources
HMDs (Oculus, Vive)
Interaction with Audio
Project organization
Mechanim (humanoid character character) animation
Procedural generation / level design
Multiplayer / splitscreen 
Saving game state,  preferences, score, etc.