Intro to 3D Game Animation (GAMES-UT 207)

Intro to Game Animation builds a foundation for animating in interactive media. From a basic overview to a deep dive into the animation process, this course will teach students how to craft a performance to create unique characters and tell a story. Students will be taught to look through the eyes of an animator, investigating how successful games utilize animation principles, and how these principles and techniques functionally serve overall game design. This class encourages students learn through practical experience, teaching familiarity with the animation principles in a 3D environment. This class is beneficial for an artist seeking to be an animator. This class will also benefit developers and designers by providing them a better understanding of the importance of animation and how it fits into the game development pipeline, providing a comprehensive understanding of the game industry as a whole.

Undergraduate

Music and Gameplay (GAMES-UT 213)

Music and Gameplay is an intensive course concerned with digital games in which the gameplay is fundamentally influenced by, or oriented around a musical system. In this course, students will engage with music games in a variety of ways: through critical play, design practice, and hands-on development. This multifaceted approach will foster an understanding of how interactive game mechanics can be linked to music expression. Throughout the course, we’ll be drawing inspiration from a variety of music games across 3 major categories:

Undergraduate

Let’s Play: Video Games on Video (GAMES-UT 413)

This course focuses on the culture and performance of video game streaming on popular video networks like YouTube or Twitch. Students will analyze certain streamers’ videos and read ethnographic research / case studies on streaming communities, in preparation for running their own schedule of weekly game streams. Altogether, this class is intended as an introduction to performing game streams and video-based game criticism, as well as an acknowledgement that academic games programs have a public obligation to critically engage with streaming culture — to promote a more respectful and more inclusive community discourse around video games.

Undergraduate

Level Design Studio (GAMES-UT 162)

This course focuses on the theory and practice of level design for 3D video games. Students will develop fluency in conveying experience design goals and building 3D spaces, gaining a practical understanding of architecture, lighting, and CG texturing for digital spaces — as well as a more abstract awareness of architectural theory — culminating in a long-term hands-on level design project.

Undergraduate

Tabletop Roleplaying Game Design (GAMES-UT 154)

Roleplaying games represent one of the most important design spaces in modern gaming. Beginning in the early 70s, these games quickly took root and influenced games far beyond their own sphere. Mechanisms like levels, classes and hit points have been adopted in a far-reaching swath of board, card, digital and mobile games. But despite their influence, the design of RPGs is largely unexamined. This class walks students through the design process from concept, to testing, to writing and production. At the same time, students engage in meaningful play with historically significant games. From week to week the students experiment with and design systems for roleplaying games with the ultimate goal of designing a complete game as part of a team.

Undergraduate

Physics Game Studio (GAMES-UT 128)

Physics Games Studio is an advanced digital development elective combining building literacy of a genre of games and teaching the craft necessary to make an entry in that genre. It combines necessary technical skills students will have learned in their prerequisites with a literacy component like that of an arts history course, and through the technical prerequisites students will be able to analyze and critique this cross section of games, and then immediately turn the development of a critical eye toward the creation of their own work. Literacy is particularly lacking in the games industry since technology becomes obsolete at such a quick clip, a course like Physics Games Studio aims to tie directly this connection of literacy with the artistic practice of students as they finish up their degrees. This 7-week, 2-credit course which meets twice a week (once for class, once for lab) also signals a shift in the curriculum planning of the Game Center as we aim to offer a rotating selection of courses that focus on very specific literacies and skills, following the success of XR Studio: Designing Games for Headsets last semester.”

Undergraduate

3D Modeling for Games (GAMES-UT 206)

This course is an introduction to 3D graphics for video games, starting with the foundations of 3D modeling and texturing in industry-standard tools. It focuses on building fluency with basic tools and techniques, as well as developing experience with aesthetic issues of look, style, and critical judgement in visual art.

Undergraduate

Intermediate Programming for Games (GAMES-UT 181)

What does it mean to think in code? How do you decide which features are worth the engineering cost? How do you write systems other people can understand, change, and combine with their own work? What is “architecture” for, if not communication? Intermediate Programming for Games is a hands-on studio class about programming as a way of thinking and communication as the skill that makes that thinking useful. You will build several projects in C# (primarily with Monogame, including a Unity port of a service- and event-bus-based architecture) that force you to design clear boundaries, readable public APIs, and modular systems that survive changing requirements. The work is practical, but the goal is not “more syntax.” The goal is to get better at deciding what to build, explaining how your code works to others, and structuring projects so collaboration is possible. We will treat design patterns, dependency management, and content pipelines as tools for thinking and talking.

Undergraduate

Procedural Generation for Games (GAMES-UT 126)

“Procedural generation” describes the broad category of techniques by which elements of digital games that have traditionally been designed by hand (e.g. levels, characters, puzzles, and narrative) can be designed by automated processes. In recent years, these techniques have been a major topic of interest for computer science research as well as a core design component of many commercially successful games. The course teaches students to understand and implement these techniques and explore how to best combine procedural generation techniques with good design practice to produce interesting and novel experiences (rather than just using procedural generation techniques for technical curiosity). Emphasis is also placed on how procedural generation can uniquely harness the affordances of computers for designing games. The course is fundamentally practical. While students will study existing games and techniques, they will also produce games of their own across the three assignments.

Undergraduate

Board Game Design (GAMES-UT 352)

Board game design is a one-semester course for students who want to dig deeper into table-top games, from design to history to manufacturing. The first half of the course looks at the world of mass market games, which focus heavily on commercials, trends, plastics, licenses, low prices, and casual rules. The second half focuses on hobby games, designed for the dedicated game player, and the different styles of games in that world. The course is hands-on with at least one published game played in every class. There are multiple assignments where students bring these concepts to life through their own designs. Throughout the course, there is a focus on understanding players and designing games for a target audience.

Game Design (Undergraduate)
4 credits – 15 Weeks

Sections (Fall 2020)


GAMES-UT 352-000 (20568)09/02/2020 – 12/13/2020 Tue,Thu9:00 AM – 11:00 AM (Morning)at Brooklyn CampusInstructed by

Traditional Card Game Literacy and Design (GAMES-UT 407)

The traditional deck of cards is a device of unparalleled convenience, accessibility, and flexibility. As pocketable as a harmonica yet possessing the spectrum of a piano, this humblest of gaming platforms supports an amazing variety of games: historical classics, 20th century classics, and games by modern game designers, ranging from children’s games to the most intense mental contests, along with everything in between. Every game designer should be conversant with the basic history of playing cards, possessed of a wide selection of games that can be played with a standard deck, and comfortable with using it as a design tool that often cuts straight to the heart of a game mechanic.

Undergraduate

Games and Players (GAMES-UT 312)

Game and Players gives students an overview of player-focused approaches to understanding game play, from a variety of methodological and theoretical frameworks. The class combines readings and analysis with exercises that give students hands-on experience with the methods discussed.

Game Design (Undergraduate)
4 credits – 15 Weeks

Sections (Spring 2022)


GAMES-UT 312-000 (14777)01/24/2022 – 05/09/2022 Fri2:00 PM – 4:00 PM (Early afternoon)at Brooklyn CampusInstructed by Clark, Naomi

Modern Tabletop Games Literacy (GAMES-UT 404)

Modern Tabletop Games are undergoing a renaissance, with designers building upon each other’s innovations at a bewildering rate. The cornucopia of concepts in modern boardgaming can be daunting to a newcomer, yet any digital game designer is well advised to familiarize themselves with this parallel world, both to expand their “bag of tricks” and their notion of what a game can be. This class aims to familiarize students with a wide variety of “gateway games”: relatively straightforward exemplars that will give the student a solid foothold when further exploring their respective genre in our extensive library of boardgames. While doing so, we will be discussing related short readings in Characteristics of Games, in order to give the design strategies being engaged a broader context.

Undergraduate

Tackling Representation in Games (GAMES-UT 112)

Identity and representation are two of the most pressing and complex issues for contemporary video games, that without recognizing them an artist or critic would be missing a large part of how games are important in culture. With growing art and activist communities, video games are diversifying and grappling with a wide range of topics rarely seen before in the genre, and with it a greater need for informed perspectives on the topic of how marginalized people are depicted in media. This course discusses foundational theories of identity and encourages students to contribute their own ideas towards the design and interpretation of representation in games.

Game Design (Undergraduate)
4 credits – 15 Weeks

Sections (Spring 2022)


GAMES-UT 112-000 (14735)at Brooklyn CampusInstructed by

Intro to Game Development (GAMES-UT 120)

Introduction to Game Development is a practical course that introduces students to the methods, tools and principles used in developing digital games. Over the course of the semester, students work alone to create a two digital prototypes or ‘sketches’, before building on them to produce a final polished game, using the lessons learned in the earlier prototypes. This is a hands­-on, primarily lab­-based course, and so the focus is on learning ­by ­doing rather than on reading and discussion.

Undergraduate

Intermediate Game Design (GAMES-UT 151)

Intermediate Game Design is a hands-on studio class where we will be creating several game projects. The‬ main approach we take is‬‭ learning by doing,‬‭ where‬‭ we engage with ideas and each other through the act of‬ making. While we will be discussing all kinds of games, most of the actual design work will be in the analog‬ world – card and board games, social and physical games, and making presentations and documents. The‬ class addresses many core concepts relevant to any kind of creative production, including prototyping,‬ playtesting, and iterating; formal systems thinking; considering games as cultural and social phenomena; and‬ how to communicate and document ideas.

Undergraduate

Introduction to Narrative Design (GAMES-UT 161)

Narrative Design is an advanced game design course where students learn a variety of strategies to bring together game design and storytelling, both in table-top and digital games. Every assignment covers a different challenge when it comes to integrating systems design with storytelling. Students also learn some of the basics of storytelling, such as character development, dramatic action, generating conflict, and world-building.

Undergraduate