GID 67: MOBILE GAME DESIGN
Foothill College Course Outline of Record
|Hours:||3 lecture, 3 laboratory per week (72 total per quarter)|
|Degree & Credit Status:||Degree-Applicable Credit Course|
|Grade Type:||Letter Grade (Request for Pass/No Pass)|
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.
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
A. Game Genres
B. Game Design Documents
1. Defining the audience
2. Articulating the goal
3. Visualizing assets
5. User experience
1. Scalable vector graphics
3. Menus and Interfaces
5. Sound effects
1. Game engines
3. Artificial intelligence
E. Promotion and Distribution
G. Social Impact of Mobile Games
H. Cultural Differences in Mobile Games
A. Project planning
C. Character design
D. Scene design
E. Icon and menu design
H. Play testing
Special Facilities and/or Equipment
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
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