GID 68B: VIRTUAL REALITY 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
- Conceptualizing a VR game, including an interface, environment, and/or character.
- Proficiency with industry standard game software to prototype a virtual reality game
The student will be able to:
A. Explain the difference between virtual reality (VR) games and video games
B. Describe how a player interacts with a VR game
C. Conceptualize a VR game
D. Create a VR game interface
E. Build a 3-D game environment
F. Animate a 3-D character
G. Use industry standard game software to prototype a virtual reality game
A. Compare virtual reality (VR) games and video games
B. Playing VR games
1. Sources of inspiration
2. What game genres work with VR
3. The importance of presence
C. User interface in VR games
1. Human computer interaction
2. First person versus third person
4. VR worlds
a. Free roaming
D. 3-D game mechanics for VR games
E. 3-D assets for VR games
1. Making assets with 3-D modeling software
2. Exporting assets from 3-D modeling software
3. Acquiring existing assets
F. Animating 3-D assets
G. Creating worlds
2. 360 degree media
H. Building VR games with game software
A. Comparing virtual reality (VR) games and video games
B. Exploring VR game genres
C. Experimenting with VR devices
D. Computer skills for creating 3-D models
E. Importing 3-D models
F. Computer skills for animating 3-D models
G. Computer skills for creating worlds
H. Computer skills for assembling VR games
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 virtual reality game design.
B. Demonstration of virtual reality hardware.
C. Group discussions that address the creative problem solving process.
D. Presentation and in-class discussion of assets and prototypes.
E. Demonstration of virtual reality game software and technique.
Representative Text(s) and Other Materials
Linowes, Jonathan. Unity Virtual Reality Projects. Birmingham, UK: Packt Publishing, 2015.
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