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Academic Catalog - Mt. Sierra College

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<strong>Mt</strong>. <strong>Sierra</strong> <strong>College</strong> Course Descriptions<br />

126<br />

` GAM-204 | Game Design & Gameplay and Lab<br />

Prerequisite(s): ENG-400<br />

This course explores the current philosophies of game<br />

design. Students will write and utilize game design<br />

documents, as well as design gameplay mechanics,<br />

dynamics and aesthetics. The course explores an<br />

overview of the life cycle of a video game including<br />

conception, development, production, manufacture,<br />

and distribution, as well as the limitations of various<br />

platforms. It also includes considerations of current<br />

game trends and their implication for the future of<br />

games.<br />

Credit Hours: 4<br />

Lecture: 3 hours<br />

Lab: 2 hours<br />

` GAM-220 | Level Design I and Lab<br />

Prerequisite(s): GAM-201; GAM-204; GAM-362<br />

This course introduces the art of game level design. A<br />

combination of lecture, discussion, and hands-on activity<br />

will give the students a comprehensive understanding<br />

of what to expect as professional game and level<br />

designers. The course integrates theories and skills<br />

from a number of other disciplines in an environment that<br />

will showcase and simulate the decisions, skills, tools,<br />

problems and working conditions of a professional level<br />

designer. Students interactively discuss and apply the<br />

various theories and skills as they are presented, with<br />

the goal of creating a fun and functional game level by<br />

the end of the course.<br />

Credit Hours: 4<br />

Lecture: 3 hours<br />

Lab: 2 hours<br />

` GAM-230 | Digital Imaging II for Gaming and Lab<br />

Prerequisite(s): ENG-260; GAM130; GAM-260<br />

This course continues the development of skills and<br />

techniques using the industry standard digital imaging<br />

tools. The course also covers digital imagery as<br />

required in real production situations as well as more<br />

advanced image manipulation tools in the use of vector<br />

graphic, photo-retouching, and filters used commonly<br />

in the 3D environment. The design development and<br />

production processes are reinforced in the construction<br />

of professional compositions. In addition, the course<br />

includes detailed coverage of the output of various file<br />

formats.<br />

Credit Hours: 4<br />

Lecture: 3 hours<br />

Lab: 2 hours<br />

` GAM-232 | Traditional Animation and Lab<br />

Course Retired<br />

This course explores the background, techniques,<br />

and tools of basic animation such as squash and<br />

stretch, secondary action, anticipation, exaggeration,<br />

timing, staging, arc motion, and perspective. While<br />

concentrating on character development, the course<br />

also introduces pencil-test/camera recording for<br />

animation.<br />

Credit Hours: 4<br />

Lecture: 3 hours<br />

Lab: 2 hours<br />

` GAM-250 | Introduction to 3-D Principles and Lab<br />

Prerequisite(s): GAM-108<br />

This is a hands-on introduction to three-dimensional<br />

principles. The class objective is to familiarize the<br />

student with working and navigating in a threedimensional<br />

environment. Topics covered include the<br />

basic techniques of how to create and animate threedimensional<br />

scenes. An introduction to the material<br />

editor, keyframe animation, lighting, and rendering are<br />

discussed.<br />

Credit Hours: 4<br />

Lecture: 3 hours<br />

Lab: 2 hours<br />

` GAM-252 | Materials, Lighting & Rendering in 3-D<br />

and Lab<br />

Prerequisite(s): GAM-130; GAM-250<br />

This class continues with a more advanced treatment<br />

of the topics of materials, lighting and rendering. The<br />

material editor is explored in depth, including advanced<br />

material types and map channels. Advanced lighting<br />

systems such as ray tracing, radiosity, and the light<br />

tracer are covered. An overview of three-dimensional<br />

software features is also discussed.<br />

Credit Hours: 4<br />

Lecture: 3 hours<br />

Lab: 2 hours<br />

` GAM-254 | Lighting for Games and Lab<br />

Course Retired<br />

This course examines the various techniques used to<br />

create both real and simulated lighting in games. The<br />

limitations of real lighting in games will be discussed,<br />

and the student will study simulation techniques<br />

including vertex coloring and texture baking. Advanced<br />

three-dimensional lighting concepts such as global<br />

illumination will be explored in conjunction with texture<br />

baking to create sophisticated lighting simulations.<br />

Credit Hours: 4<br />

Lecture: 3 hours<br />

Lab: 2 hours<br />

` GAM-260 | Environmental Modeling and Lab<br />

Prerequisite(s): GAM-250<br />

In this course, the student begins to build actual game<br />

environments. Techniques for building and texturing<br />

structures and terrain are discussed. The student will<br />

create both indoor and outdoor game levels and worlds.<br />

Construction of these worlds will conform to standard<br />

industry practices.<br />

Credit Hours: 4<br />

Lecture: 3 hours<br />

Lab: 2 hours<br />

` GAM-280 | Digital Compositing I for the PC and<br />

Lab<br />

Course Retired<br />

This course, through lecture and hands-on exercises,<br />

covers the skills necessary to enhance video through<br />

compositing and image editing. The process of<br />

creating a video production will be covered, including<br />

pre-production, lighting, camera-work, editing and<br />

post-production. The course will also include lectures<br />

and discussions about using industry-standard editing<br />

software.<br />

Credit Hours: 4<br />

Lecture: 3 hours<br />

Lab: 2 hours<br />

` GAM-320 | Level Design II and Lab<br />

Prerequisite(s): GAM-220<br />

This course covers the intermediate techniques to<br />

enhance the gaming experience using simulated<br />

lighting in a game engine as well as functional game<br />

mechanics of the level. Utilizing current game engine<br />

software, students will expand on previous work from<br />

Level Design 1, refining the in-engine level.<br />

Credit Hours: 4<br />

Lecture: 3 hours<br />

Lab: 2 hours<br />

` GAM-350 | Keyframe Animation and Lab<br />

Prerequisite(s): DES-210<br />

This course is an introduction to three-dimensional<br />

animation, beginning with an introduction of how<br />

animation works. The student then learns how to<br />

animate objects in a three-dimensional scene. The<br />

course also covers animation controllers and how to<br />

have a camera follow a path. Other topics include object<br />

linking, animating materials, and a detailed exposition of<br />

animation utilities.<br />

Credit Hours: 4<br />

Lecture: 3 hours<br />

Lab: 2 hours<br />

` GAM-352 | Special Effects and Lab<br />

Course Retired<br />

This course covers the possibilities of adding special<br />

visual effects to a scene and the utilization of effects<br />

in game cinematics, film, television, and Internet<br />

entertainment. Lab exercises will emphasize creating<br />

effects using both digital and traditional techniques;<br />

visual effects history, covering optical effects, models,<br />

animation, matte painting, and physical effects; visual<br />

structure, and visual effects production practices and<br />

workflow.<br />

Credit Hours: 4<br />

Lecture: 3 hours<br />

Lab: 2 hours<br />

` GAM-354 | Alternative Techniques in 3-D<br />

Production I and Lab<br />

Prerequisite(s): GAM-252<br />

This course covers basic illustrations in the threedimensional<br />

environment through the exploration of<br />

other software and tools used in the gaming industry.<br />

Topics include perspective, primitive placement,<br />

modeling, lighting, key-frame animation, and rendered<br />

three-dimensional imaging.<br />

Credit Hours: 4<br />

Lecture: 3 hours<br />

Lab: 2 hours<br />

<strong>Mt</strong>. <strong>Sierra</strong> <strong>College</strong> Course Descriptions<br />

127

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