Academic Catalog


Foothill College Course Outline of Record

Foothill College Course Outline of Record
Heading Value
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.


Learn how to design games for smart phones and mobile devices. This course explores the design and development processes for mobile games. The course introduces the concepts of character design, scene design, and asset creation for mobile games. Students will use mobile game design tools and techniques, including animation, game mechanics, scalable vector graphics, and sound effects, to build interactive game experiences. Professional techniques for game design planning and rapid prototyping, distribution and promotion of mobile games will be presented. Students will develop proficiency with professional software for mobile game design.

Course Objectives

The student will be able to:
A. Conceptualize a casual game for mobile devices
B. Create a storyboard for a mobile game
C. Apply game mechanics to mobile games
D. Design icons, menus, and interfaces for mobile games
E. Create animations for mobile games
F. Produce sound effects for mobile games
G. Develop proficiency with game design software
H. Describe monetization techniques for mobile games

Course Content

A. Game Genres
1. Platformer
2. Fighting
3. RPG
4. Strategy
5. Puzzle
6. Casual
B. Game Design Documents
1. Defining the audience
2. Articulating the goal
3. Visualizing assets
4. Storyboarding
5. User experience
C. Assets
1. Scalable vector graphics
2. Icons
3. Menus and Interfaces
4. Animations
5. Sound effects
D. Production
1. Game engines
2. Programming
3. Artificial intelligence
E. Promotion and Distribution
F. Monetization
G. Social Impact of Mobile Games
H. Cultural Differences in Mobile Games

Lab Content

A. Project planning
B. Storyboarding
C. Character design
D. Scene design
E. Icon and menu design
F. Animation
G. Prototyping
H. Play testing

Special Facilities and/or Equipment

A. A lecture room equipped with instructional computer, high resolution color monitor, software; projection system, and lighting suitable for displaying projected media. An integrated or separate facility with student workstation configurations to include hard drives, color monitors, mice, keyboards, and software.
B. When taught via Foothill Global Access: on-going access to computer with java-script enabled Internet browsing software, media plug-ins, and relevant computer applications.

Method(s) of Evaluation

A. Projects
B. Computer Assignments
C. Collaborative Student Work
D. Oral Presentations

Method(s) of Instruction

A. Lectures on technical and theoretical concepts in mobile game design.
B. Group discussions that address the creative problem solving process.
C. Presentation and in-class discussion of prototypes, assets, and projects.
D. 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. West Sussex, UK: Wiley, 2014.

Fullerton, Tracey. Game Design Workshop: A Playcentric Approach to Creating Innovative Games. 3rd ed. Boca Raton, FL: CRC Press, 2014.


Types and/or Examples of Required Reading, Writing, and Outside of Class Assignments

A. Weekly reading assignments from text and outside sources ranging from 30 to 60 pages per week

B. Review of handouts and relevant reading material

C. Research and planning of individual creative projects

D. Project progress reports



Graphic Arts, Computer Information Systems