GID 67: MOBILE GAME DESIGN
Foothill College Course Outline of Record
Heading | Value |
---|---|
Effective Term: | Summer 2023 |
Units: | 4 |
Hours: | 3 lecture, 3 laboratory per week (72 total per quarter) |
Degree & Credit Status: | Degree-Applicable Credit Course |
Foothill GE: | Non-GE |
Transferable: | CSU |
Grade Type: | Letter Grade (Request for Pass/No Pass) |
Repeatability: | Not Repeatable |
Student Learning Outcomes
- Develop proficiency with professional game engine software
- Create a mobile game prototype including: storyboard, game mechanics, icons, menus, and interfaces, animations and sound effects.
Description
Course Objectives
The student will be able to:
- Conceptualize a casual game for mobile devices
- Create a storyboard for a mobile game
- Apply game mechanics to mobile games
- Design icons, menus, and interfaces for mobile games
- Create animations for mobile games
- Produce sound effects for mobile games
- Develop proficiency with game design software
- Describe monetization techniques for mobile games
Course Content
- Game genres
- Platformer
- Fighting
- RPG
- Strategy
- Puzzle
- Casual
- Game design documents
- Defining the audience
- Articulating the goal
- Visualizing assets
- Storyboarding
- User experience
- Assets
- Scalable vector graphics
- Icons
- Menus and interfaces
- Animations
- Sound effects
- Production
- Game engines
- Programming
- Artificial intelligence
- Promotion and distribution
- Monetization
- Social impact of mobile games
- Cultural differences in mobile games
Lab Content
- Project planning
- Storyboarding
- Character design
- Scene design
- Icon and menu design
- Animation
- Prototyping
- Play testing
Special Facilities and/or Equipment
2. An integrated or separate facility with student workstation configurations to include hard drives, color monitors, mice, keyboards, and software.
3. When taught via Foothill Global Access: on-going access to computer with JavaScript-enabled internet browsing software, media plug-ins, and relevant computer applications.
Method(s) of Evaluation
Projects
Computer assignments
Collaborative student work
Oral presentations
Method(s) of Instruction
Lectures on technical and theoretical concepts in mobile game design
Group discussions that address the creative problem solving process
Presentation and in-class discussion of prototypes, assets, and projects
Demonstration of mobile game design software and technique
Representative Text(s) and Other Materials
Rogers, Scott. Level Up! The Guide to Great Video Game Design. 2014.
Fullerton, Tracey. Game Design Workshop: A Playcentric Approach to Creating Innovative Games. 2014.
These texts are older than the suggested "5 years or newer" standard, but are still the best choice for this course.
Types and/or Examples of Required Reading, Writing, and Outside of Class Assignments
- Weekly reading assignments from text and outside sources ranging from 30-60 pages per week
- Review of handouts and relevant reading material
- Research and planning of individual creative projects
- Project progress reports