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Game Design: Internship (EP)

Course No. GAME 399-499  Credits: 3.0

Elective credit can be given on a case-by-case basis for an internship developed by the student through the Career Services Office with advance permission of the department head. Fulfills Engaged Practice requirement.

BFA Research + Preparation

Course No. GAME 401  Credits: 3.0

This course is designed to act as a summative experience for the student. The final BFA Thesis Project will be defined by the student and work with a level of professional collaboration. The requirements for the BFA Thesis will be to solve and effectively visually communicate a comprehensive game design prototype. Integration of outside resources, research effective collaborator/expert communication, professional practices, presentation (oral and written) and documentation of the process of the specific year-long project will be expected to determine successful BFA candidacy. The choice of media and concept will be evaluated on its appropriateness for communicating the message and solving the Thesis problem appropriate to game design and development. The project visualization will be student driven; content needs will be determined by the student and the research into content and industry expectations for successful game design. The emphasis in this course will be on the conceptual development of the content accuracy/relevance and its realization through the design process. The process will fully address research, integration of content, game theory application, target audience, aesthetic and artistic merits, time tracking and scheduling, and ultimately a successful execution of completed prototype. The final work will have the following: A two-sentence (Maximum) Thesis Statement, a design document process book, research paper, business oriented estimates and budget planning for exhibition and materials, digital presentation to explain the work, artist statement/project scope statement, and the final project depicting the solution for the BFA Exhibition as a prototype game design. 3 credits.

Game Media Production III

Course No. GAME 420  Credits: 3.0

The course is a project driven course jointly offered between Cleveland Institute of Art and Case Western Reserve University. Students will form production teams and collaborate using their talents and expertise to develop a working prototype computer game; having an interactive and immersive experience. Students will take on roles of game producers, developers, artists, programmers, and designers. You will learn to brainstorm, design documentation, assemble resources, create assets, implement the game design, and manage their individual tasks and collective projects. The course introduces students to the contemporary challenges posed by the ever-changing technologies used to make and deliver video games on today’s sophisticated hardware. The course will bring together an interdisciplinary group of advanced undergraduate students to focus on the design and development of a complete, fully functioning computer game prototype. The student teams are given complete autonomy to design their own fully functional games from their original brainstormed concept and research to a playable finished prototype, i.e., from the initial idea through to the designed game brand. The student teams will experience the entire game development cycle as they execute their projects. An excerpt of example responsibilities include (but not limited to): creating a game idea, writing a story, developing the artwork, designing characters, implementing music and sound effects, programming and testing the game, and documenting the entire project with a formal “Design Document” and demonstration with oral presentation. 3 credits.

Game Media Production IV

Course No. GAME 421  Credits: 3.0

The course is designed to act as a summative experience, designed to focus student attention on the continuing production development of your BFA Thesis game project. Advisement, lectures and demonstrations to help troubleshoot, solve and increase understanding of the game development and programming process will support student project outcomes. Game industry standards of debugging, game testing, risk assessment, and troubleshooting design issues through production development will be key for student understanding while developing their final game thesis project. The game project visualization and concept will be student driven; content needs to be determined by the student and research/collaboration with all faculty committee advisors. The choice of game concept, style, mechanics, re-playability and overall design/development will be evaluated in the course and in the final BFA Thesis exhibition and defense. This course serves to help the student with continued game production through advice with faculty and appropriate demonstrations and game theory lectures as it relates to the appropriateness of the student games being developed. The faculty retains the right to supplement the course with additional readings, exams, and project exercises to increase understanding and awareness of game industry standards and preparedness. 3 credits.

Virtual + Augmented Reality

Course No. GAME 430  Credits: 3.0

This course explores various aspects virtual reality and other immersive technologies in game design and multimedia. The course aims to provide a criticalvocabulary and historicalcontext of the cutting edge of input and output technologies and their application as wellas the underlying biology of the senses. This includes eye to brain considerations in VR and research into other physicaleffects on the human. Students willlearn how to create robust and immersive experiences by combining the elements of graphics, animation, video, and audio using leading industry software. Students willcomplete various assignments and create projects that demonstrate their understanding of virtualreality and other immersive technologies. 3 credits.

Advanced Digital Sculpting & Modeling

Course No. GAME 445  Credits: 3.0

This class is an open elective course offered through the game design department introducing artists to the world of new techniques and principles within digital sculpting and 3D modeling while utilizing an array of new digital sculpting software and hardware integration. This course integrates work flows and technology which have been adopted as industry standards in most all 3D production houses. The course also focuses on exploring new media such as Virtual reality Sculpting tools/techniques through digital figurative study and design. This course teaches students how to utilize the traditional principles of sculpting within a limitless digital landscape, better preparing them for an evolving industry they can confidently transition into. The course will implement a number or project based exercises around the principles of form shape texture silhouette design, anatomy and many of the traditional tenets of sculpting & design. Students will leave this course with a confident understanding of not only how to integrate new tools and techniques into their R&D but also how to be flexible and adaptive with new digital tools and emerging media. Prerequisite: GAME 345. 3 credits.

Graphic Design for Non-Majors

Course No. GDS 200  Credits: 3.0

This course is designed to teach the basics of graphic and communication design to non-Graphic Design majors. Students will be introduced to the key graphic elements of hierarchy, grid, typography, and organizing principles of design. While students learn these basics, they will also be introduced to the concepts of User Focus and User Experience design. The assignments are geared to help the students develop strategic thinking skills as they hone their graphic communication skills. 3 credits.

Typography I

Course No. GDS 203  Credits: 3.0

This is one of the two central classes in the first year of study in Communication Design (alongside Design for Communication I) In the first semester, students become familiar with the broader discipline of the field through the construction of abstract design concepts, layout, symbols, and sequential systems. Conceptual thinking and the integration of typography with imagery are explored throughout the course. In the 2nd semester, students investigate projects that follow the various subfields of the profession; projects include Identity, Web/Interactive, Information and Wayfinding. Students will be assigned multiple projects throughout the year. Each project begins with a lecture and demonstration of techniques. Each week, students practice presentations to the larger group in formal and informal critique and brainstorming sessions. Faculty will work one on one with students to answer questions and assist in the process. Reviews will be held at key points during each project. 3 credits.

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