Teaches the concrete programming and collaboration skills associated with making a digital game from start to finish, including but not limited to: 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. This course is taught in conjunction with
ARTG 120 which covers the skills required to design and critique digital games.
Instructor
Adam Smith, Nathan Altice, Jim Whitehead
General Education Code
PR-E
Introduction to construction of games using game engine technology, using a specific game engine as a focus. Covers major game engine features: input, collision, animation, model import, lighting, camera, rendering, textures, particle systems. Introduction to a specific game scripting language, custom game logic, game programming patterns.
Instructor
Adam Smith, Jim Whitehead
Theories and practices for approaching the design problems of interactive media holistically, beyond usability and accessibility. Includes hands-on learning, application of human-centered design and evaluation skills in group projects, and peer critique.
Instructor
The Staff, Steve Whittaker, Sri Kurniawan
Practice-based interaction design studio course. Students learn about design-led approaches to Human-Computer Interaction through participating in group projects. Course offers introductions to design methods and actionable strategies to do interaction design work and design-led technology research.
Course provides a comprehensive introduction to the use of artificial intelligence (AI) in computer games. Building on fundamental principles of AI, course explains how to create non-player characters (NPCs) with progressively more sophisticated capabilities.
Instructor
The Staff, Adam Smith, Michael Mateas
Introduces generative methods for design. Uses algorithmic techniques to generate and evaluate game content (images, sounds, map designs) along with mechanics and progression systems. Search-based and learning-based techniques with connections to artificial intelligence are also covered.
Covers a range of design approaches and technologies including storytelling in games, interactive fiction, interactive drama, and artificial intelligence-based story generation. Through a mixture of readings, assignments, and project work, students explore the theoretical positions, debates, and technical and design issues arising from these approaches.
Instructor
The Staff, Michael Mateas
Introduces digital sound recording and editing technologies, sound synthesis, and concepts in sound design for media production. Covers the basics of sound capture, microphones, audio manipulation and editing, effects, sound formats, mixing and dynamics, synthesizers, audio software, and game audio.
General Education Code
PR-C
Introduces compositional techniques and procedural audio as exhibited in the sound and music of video games. Surveys different styles of music implemented in video games and associated compositional approaches. Students develop skill in procedural audio via a series of workshops and assignments.
Surveys the relationship between music and data as exhibited in industry and research implementations of sonification and music information retrieval. Students introduced to various styles and algorithms of sound analysis and modeling and develop skills to program unique approaches in this area.
Introduces real-time, hardware-accelerated graphics programming suitable for game development, visual effects, and interactive multimedia projects. Emphasizes contemporary shader-programming techniques and developing custom effects using game engines and multimedia software.
Covers the graphic elements in computer games. Topics include modifying, optimizing, adding components, and building a game engine. Course evaluation based on exams and several programming projects, including a game built using the student's game engine.
Instructor
Angus Forbes, Adam Smith
Provides hands-on experience in using, designing, and building game engines. Students also explore different special effects, such as particle systems, spring systems, and game physics.
Instructor
Angus Forbes, Adam Smith
Surveys seminal and contemporary artworks and interactive installations that utilize and critically analyze new media, new technologies, and new algorithms. Students introduced to creative coding practices and encouraged to emulate existing digital arts techniques and to develop their own computational arts projects.
First of a three-course capstone sequence for the computer game design program. Students work in teams to develop a comprehensive game design for a substantial computer game, including detailed storyline, level design, artistic approach, implementation technologies, and art-asset pipeline. Emphasis placed on creating novel, artistic game design concepts. Includes design reviews and formal presentations. Companion lectures cover advanced topics in game design, game programming, and software project management.
Instructor
The Staff, Jim Whitehead, Michael Mateas, Noah Wardrip-Fruin, Nathan Altice
Second of a three-course capstone sequence for the computer game design program. Students work in teams on the software design, implementation, and testing of the computer game designed in
CMPM 170. Includes design reviews, progress reviews, and formal presentations. Companion lectures cover topics in software engineering, including design, testing, and project management. Game design and game programming also covered.
Instructor
Jim Whitehead, Michael Mateas, Eddie Melcer, Nathan Altice
Third of a three-course capstone sequence for the computer game design program. Students work in teams on the software design, implementation and testing of the computer game designed in courses 170 and 171. Includes progress reviews and formal presentations. Companion lectures cover topics in software engineering, including user and software testing, release engineering and project management; also covered are game design and game programming.
Instructor
The Staff, Jim Whitehead, Michael Mateas, Noah Wardrip-Fruin, Michael John
Presents game design as the interplay of multiple interacting game systems. Surveys various game systems: movement, combat, reward, economic, logistics, quest, information visibility, narrative. Students explore systems via study, design, and play of board, card, and computer games.
Instructor
The Staff, Nathan Altice
Quarter offered
Fall, Winter
Surveys tactical, structural, contextual, and other methods to enhance creativity and innovation in the design of games and other interactive media. Investigates strategies for creativity and innovation drawn from diverse fields, including interactive affordances, narrative and poetics, biology, contextual inquiry, and design research. To innovate in a field of fixed genres is challenging: the allure of modeling exemplars is strong. Although imitation can be successful in the marketplace, the most creative action occurs on the leading edge of change. Innovation benefits from strategies and methods that are directly aimed at exploring new perspectives and structures to learn through the process of discovery.
Instructor
Katherine Isbister
Students move through a rigorous design-research process involving skills and principles in human-centered design research as well as selected formal research methods. They learn to use tools for ideation, human-centered qualitative research, domestic probes, mock-ups, and prototypes.
Instructor
Sri Kurniawan, Katherine Isbister, Leila Takayama, David Lee
General Education Code
PR-C
Provides the opportunity to practice the creation of novel computer games. Students learn a new game-making technology, then create three games using this technology.
Cross Listed Courses
ARTG 179
Instructor
The Staff, Jim Whitehead, Nathan Altice
General Education Code
PR-C
Provides a means for a small group of students to study a particular topic in consultation with a faculty sponsor. Students submit a petition to the sponsoring agency.
Quarter offered
Fall, Winter, Spring, Summer
Provides a means for a small group of students to study a particular topic in consultation with a faculty sponsor. Students submit a petition to the sponsoring agency.
Quarter offered
Fall, Winter, Spring, Summer
Students submit a petition to the sponsoring agency.
Quarter offered
Fall, Winter, Spring, Summer
Intended for majors. Students submit a petition to the sponsoring agency.
Quarter offered
Fall, Winter, Spring, Summer
Students submit petition to sponsoring agency.
Quarter offered
Fall, Winter, Spring, Summer
Intended for majors. Students submit petition to sponsoring agency.
Quarter offered
Fall, Winter, Spring, Summer
For fourth-year students majoring in computational media. Students submit a petition to the sponsoring agency.
Quarter offered
Fall, Winter, Spring, Summer
For fourth-year students majoring in computational media. Students submit a petition to the sponsoring agency.
Quarter offered
Fall, Winter, Spring, Summer
Cross-listed Courses
Focuses on classic and current theories and research topics in the computational modeling of discourse and dialogue, with applications to human-computer dialogue interactions; dialogue interaction in computer games and interactive story systems; and processing of human-to-human conversational and dialogue-like language such as e-mails. Topics vary depending on the current research of the instructor(s) and the interests of the students. Students read theoretical and technical papers from journals and conference proceedings and present class lectures. A research project is required.
Cross Listed Courses
LING 245, CMPM 245
Instructor
Marilyn Walker