Game Design - Game Programming School
     
 
Game Design.
Game Programming.
Game School.

 

A Degree in Game Design

Where?
You have two choices:
  • At UAT’s Tempe, AZ, campus
  • In the comfort of your home through UAT-Online

How Long?
  • To earn a Bachelor of Arts degree: 120 weeks.*
  • To earn an Associate of Arts degree: 60 weeks.

*based on 15 credits a term

When can I start?

  • Classes on UAT's campus start three times a year: September, January and May. See Start Dates
  • UAT-Online classes start every five weeks. start dates

Tuition

2008 Tuition Fees—Resident
Undergraduate tuition for 2008 is $8,400.00 per semester.

2008 Tuition Fees—UAT-Online
Undergraduate tuition for UAT-Online students for 2008 is $4,900.00 per semester.


A graduate of UAT’s Game Design program will:

  • Master the same tools and software used by the game industry.
  • Produce original game design concepts and documents.
  • Develop analytical skills for examining game play and game design.
  • Focus on complex subjects such as game AI, level design and testing.
  • Create complete works in character design, level design and game concepts.
  • Participate in every level of game development, from concept to publishing.
  • Graduate with contributions to or as author of at least three complete game projects.


See degree requirements

Game Design Recommended Courses :
UAT creates recommended course listings for every major to provide guidance to students in choosing courses that will appropriately support the described major. Recommended courses provide foundational knowledge in the discipline being studied. Students should work with an advisor in making course selections and when they wish to customize their major.

All course titles are followed by their number of credit hours. Prerequisites and co-requisites (if any) are listed below course titles.

Recommended - Complete 18 credits minimum:

GAM101 Game Concept Design (3)
Game Concept Design
Pre-requisites: None Want to Play? This course is an overview of game development from the creative and theoretical (as opposed to purely technical) standpoint. Students will learn to analyze games and gameplay elements, examine genres and trends in gaming and formulate their own outline for an "ideal" game. We will also examine social issues and pressures related to gaming, and the ultimate question: why do we play games?
GAM150 Evolution of Electronic Games (3)
Evolution of Electronic Games
Prerequisite(s): none This is a critical review of the technological and cultural history of video games, from the first all-analog machines to the powerful console systems of today. We will discuss the primary innovators and historical figures of the industry as well as its continuing integration into everyday life, and analyze the trends and cycles that drive game design. Through analysis and example we'll look at the development of the game GUI, the formation of the classical game "genres," the explosion of game-related technology and the possible futures of the industry.
GAM170 Game Design Workshop I (3)
Game Design Workshop I
Prerequisite(s): GAM101 This course explores the conception, refinement and presentation of game design ideas in an atmosphere similar to a creative writing workshop. Students will work singly and in small groups to develop game ideas, compare and contrast them with published games and then create focused design documents for possible future production. We'll analyze past and present games with a focus on their ideas, concepts and mechanics and explore outside the boundaries of the traditional genres and limitations of the mass market. The end product will be several robust, polished game designs that have been tested by your most critical audience - your peers.
GAM200 Critical Game Studies (3)
Critical Game Studies
Prerequisite(s): GAM101, GAM220 This course is an introduction to advanced critical techniques and approaches to game design, game theory and the gaming audience. Using techniques of critical theory, ludology and game theory, we'll take a deep look at the structure of games and their interaction with the user, and explore how games balance rules with freedom and risk with reward. The course will also deal with interface design, user control issues, data representation for the gamer and feedback loops. Present and future game genres will also be examined, as well as compared and contrasted among different platforms and styles of play.
GAM220 Applied Game Theory (3)
Applied Game Theory
Pre-requisite(s): GAM101 This course will apply the theories of game design by taking a game concept from the conceptual stage to a completed project. Students will continue the exploration of game theory by discussing and demonstrating how it is applied to production based projects. Students will leave this course with an extension of good game design as a completed project that demonstrates their understanding of the topic.
GAM230 Level Design (3)
Level Design
Prerequisite(s): GAM101, GAM252 Level Design will introduce students to the tools and concepts used to create levels for games. The course will incorporate level design and architecture theory, concepts of the "critical path" and "flow," game balancing, playtesting and storytelling. Using user-friendly toolsets from "AAA" industry titles, students will build and test levels that reflect design concepts.
GAM250 Gaming Platforms and Standards (3)
Gaming Platforms and Standards
Pre-Requisite(s): GAM101 This course gives an overview of different platforms available to the game designer. The students will have an understanding of the strengths and weaknesses of the different gaming platforms. This course will also address the technical and psychological aspects of multi-user / multi-player gaming environments. Finally students will be exposed to the current standards that exist in the industry. This includes but is not limited to modeling, texturing, sound editing, programming, video creation, marketing, etc.
GAM252 Game Tools and Techniques (3)
Game Tools and Techniques
Prerequisite(s): GAM220 One of the challenges of the game development environment is the constant flux of tools, plug-ins and engines used by developers and the "mod" community. Often these tools have poor documentation, rough user interfaces and less-than-stellar stability, making mastery an elusive goal. The purpose of this project-based course is to allow a student to choose a game toolset, SDK or "mod" environment and produce a project in a team-oriented environment with a focus on learning the tool itself and its quirks, limitations and workarounds. During the course we will discuss team building, asset and script generation, moving and converting data types between applications and producing polished, final work; these skills will be put to use in Level Design and "mod" projects for both artists and programmers.
GAM280 Rapid Game Prototyping (3)
Rapid Game Prototyping
Prerequisite(s): GAM105, GAM220 Recommended: GAM170, GAM200 or other game design courses In a fast-paced industry, prototypes are becoming the key to understanding and refining complex gameplay before committing to full-scale development. Students will create traditional paper prototypes as well as use industry-standard tools such as Flash, DarkBasic and Torque Game Builder to rapidly prototype and study several self-contained projects. The goal is to become adept at turning bright ideas into practical game mechanics and the foundations for future complete game projects.
GAM330 Advanced Level Design (3)
Advanced Level Design
Prerequisite(s): GAM230 Having mastered the basics, students in this course will apply level design principles to the creation of entire game environments, interactive elements and objects, storytelling through level design and texturing and lighting. The emphasis will be on using Max and Maya to create levels as well as advanced game engines and their toolsets and may involve expert topics such as texturing with shaders, cutscenes, scripted events and large-scale environments.
GAM370 Game Design Workshop II (3)
Game Design Workshop II
Prerequisite(s): GAM170, GAM280 This course continues the conception, refinement and presentation of game design ideas and game prototypes in an atmosphere similar to a creative writing workshop. Students will work singly and in small groups to develop game ideas, compare and contrast them with published games and then build functional prototypes of these games. We will analyze past and present games with a focus on their ideas, concepts and mechanics and explore outside the boundaries of the traditional genres and limitations of the mass market. The end product will be several robust, polished game prototypes that have been tested by your most critical audience—your peers.
GAM380 Serious Game Design (3)
Serious Game Design
Prerequisite(s): GAM170, GAM200 Once exiled as “eduware,” the Serious Game has returned as a teaching tool, a classroom guide and as a source of new knowledge and insight. Using game technologies to teach is not a new concept, but the recent reinvigoration of this genre puts the spotlight on games that teach, demonstrate, educate and inform. Using contemporary theories of education students will create and prototype games with a message to their mechanics. We will study stealth serious games as well as institutional tools and tutorials, games based on scientific principles and the future of gameplay in education.
GAM385 Casual Game Design (3)
Casual Game Design
Prerequisite(s): GAM200 Accessible, easy-to-play but difficult to master games are the bridge by which many gamers enter the market, and an increasing pool of gamers make casual games their genre of choice. The casual game must be elementary in design but deep in actual execution; it must fit the styles and platforms of choice for casual gamers and give both the novice and the expert a memorable challenge. In this course we’ll design, prototype and build casual games that move beyond Tetris and solitaire clones and advance the genre as a whole.

Recommended - Complete 12 credits minimum:

ART234 Storyboarding (3)
Storyboarding
Prerequisite(s): ART105, ART108, ART130 This course unveils the art of visual storytelling. Storyboarding is a skill that is very important for beginning directors to develop in pre-visualizing their shots and sets. It is also a critical skill in creating animation sequences, and is important to the multimedia developer in planning the needs of a project. Students apply storyboarding techniques to their own script by accurately showing camera angles, placement of the actors, etc. Emphasis is placed on accuracy and presentation.
GAM215 Game Scripting Languages (3)
Game Scripting Languages
Prerequisite(s): CSC100 High-level scripting languages allow for rapid development, content creation and interactive events, and drive many of today’s most powerful game engines and tools. Used for both game logic and automation tools, scripting language has become a mainstay in game production. Some of these languages have become so powerful that users can create entire stand-alone games, and are becoming a basis for full-scale AAA development. In this course students will choose a scripting language (such as MAX, MEL, LUA, Python, TorqueScript, Ruby or ActionScript) and create game-related projects, tutorials and proof-of-concept applications.
GAM351 Writing for Interactive Games (WI) (3)
Writing for Interactive Games (WI)
Prerequisite(s): ENG101, GAM220 Dynamic content and electronic games pose a serious challenge for the writer: How do you adapt linear narratives to the ever-changing environments of today's interactive entertainment? Today's surfers and gamers are no longer passive consumers. They want to take part in the story and make choices that have an impact. Through the use of BioWare's Neverwinter Nights and other tools, we will explore hypertext writing and the power of truly personalized storytelling and take the once-linear game story to the next level.
GAM353 Game Story and Characters (3)
Game Story and Characters
Prerequisite(s): GAM351 Nostalgic gamers often don’t remember the technology, platform or controls of a favorite game; more likely it is the storyline and characters that bring back fond memories. Creating unique, compelling and involving game stories is an art few have mastered, as is creating the characters that drive these interactive elements. As we approach the goals of photorealism and lifelike interactivity, gamers will demand a corresponding depth in plot and setting. Applying the techniques learned in GAM351, students will craft story arcs, plots and dialog with the richness and complexity of next-generation game design.
GAM430 Game Production and Documentation (WI) (4)
Game Production and Documentation (WI)
Game Production and Documentation (WI) Prerequisite(s): instructor approval This course introduces the techniques and methods of creating a game production document and game design document. Students will work through production documentation issues including scheduling, production plans, marketing and budgeting. Students will create a game design document that describes all aspects of the game, which then will be used in the game production class.
MTM103 Principles of Interactivity (3)
Principles of Interactivity
Prerequisite(s): none With its roots in sociology, interactivity describes the multitude of ways in which multiple agents relate to one another. This course will explore the criteria of meaningful interactions, and will give students a basis for developing immersive interactive experiences.
THE230 Character Development (WI) (3)
Character Development (WI)
Character Development (WI) Prerequisite(s): ENG101 (GS, Humanities) Hearing voices in your head? Then get them out on paper. This class develops the student's ability to create a fictional personality for use in digital video, animations and video games. Stereotypes, archetypes and allegory will be explored as a means for developing character attributes. Topics includethe elements of character, how to develop background, analysis of existing characters and how to create a complete character profile.
THE330 Scriptwriting (WI) (3)
Scriptwriting (WI)
Pre-requisite(s): None (GS, Humanities) (WI) Have a story you're dying to tell? Now is your chance to tell it. This course is an introduction to writing for the screen (digital video, animation and/or game). Topics will include: plot development, format, three-act structure, dialogue, voice, scope and context. An emphasis will be placed on developing and defining each student individual style and personal themes. The goal of the course is for the students to submit their short script to the Animation Short, Game Mod or Digital Video Production courses

Recommended - Complete 6 credits minimum:

AUD111 Basics of Music (3)
Basics of Music
Prerequisite(s): none This course is designed for students who have an interest in creating music to use with their projects, but who have had no formal training or experience. Various MIDI sequencers will serve as an experimental proving grounds in which students will explore basic musical concepts. Topics covered include beat, meter, tempo, phrasing, frequency, wavelength, pitch, melody, harmony, chords, key signature, accidentals and notation.
ENG305 Mythology, Folktale, and Fairy Tale (3)
Mythology, Folktale, and Fairy Tale
Prerequisite(s): ENG101 (GS, Humanities) Escape to the fantastic realms of mythology, folktales, and fairy tales as we read stories from around the world and through the ages. You might be surprised at how pervasive the archetypes and themes from these genres are in our modern world, from the movies all the way to popular animation and games. The course allows students to explore the cultural similarities and differences in myths, folktales and fairy tales through selected readings, discussions and writings.
GAM300 Game AI Concepts (3)
Game AI Concepts
Pre-requisite(s): CSC100, GAM220 This course will discuss AI challenges involved in the creation of games. Understanding concepts such as pathfinding, movement, flocking, agents, scripting, strategy and others will allow the designer to implement smarter features, from unit formations and squad strategy to ambient life and smart camera systems. Students will use a variety of tools to create functioning projects that demonstrate class concepts, and study various game AI systems and theories.
GAM320 Game Project Management (3)
Game Project Management
Prerequisite(s): COM100, GAM250, MGT100 Designed to foster leadership skills among game project managers, this course is for those who would lead ambitious, original projects from concept to completion. Applying cutting-edge management techniques as well as principles of game production “best practices,” this is designed to illuminate the game creation process and present optimal methods of communication, delegation, housekeeping and asset management.
PSY350 Psychology of Conflict & Violence (3)
Psychology of Conflict & Violence
Prerequisite(s): PSY101 or consent of the instructor (GS, Social Science) Why is there Evil? What motivates those who perpetuate it? How do they manage to reconcile their actions with a self-image that does not embrace evil? This course proposes an overview of the social and psychological factors that fuel conflicts between individuals, groups, communities, and nations. The material covered emphasizes the history and nature of criminal behavior, extremism, terrorism, and war. The course pays particular attention to conflict, stress, and fear management. Learning activities include reviews of case studies and analysis.


Degree Requirements
Associate of Arts Degree
  • 60 total credit hours
  • 15 general studies credit hours
  • 45 major/elective credit hours
  • 2.0 CGPA
  • Completion of a Portfolio and internship


Bachelor of Arts
  • 120 total credit hours
  • 36 general studies credit hour
  • 84 credit hours in core classes     and major/elective classes
  • 2.0 CGPA
  • Completion of a Portfolio and internship