Online Game Design Courses at Accredited Schools
Post University,
the school below with the highest overall ranking, is effective at equipping students
via its game design courses
to be successful
video game engineers,
game designers,
video game designers,
game developers, etc.
and connect them to future employers.
According to the US Bureau of Labor Statistics, at present there are 495,500 people employed as
computer software engineers, applications alone in the US, and their average annual salary is
$90,170.
Computer software engineers, systems software make on average $96,620
per year and there are about 385,200
of them employed today.
Game Design Organizations
Game Design Common Job Tasks
- deciding how best to present a concept visually
- providing codes for web designs
- observeing the play and impose penalties for infractions
Popular Journals & Magazines
Ranked by Excellence
Game Design Courses at Post University
Program Name:
Certificate: Game Design and Animation
| Introduction to Video Games |
| Course Number |
GAM217 |
| Credits |
3.0 |
This course provides an introduction to the essential study of video games. The course surveys various perspectives in
the field of game design and production. Topics include the history of video games and animation, human computer
interaction, game theory, game genres, game engine architectures, and game culture. In addition, evolution of the video
game industry will be examined. Students are required to complete a digital game to demonstrate rudimentary design
principles discussed in the course. Prerequisite: CIS112 |
| Interactive Computer Graphics |
| Course Number |
GAM247 |
| Credits |
3.0 |
This course introduces design and aesthetic foundations of 3-dimensional computer graphics and animation. Topics
include rendering 3D geometric models, 2D and 3D transformations, color theory, illumination and shading, texture,
special effects, and computer animation. Emphasis is on rendering interactive graphics for video games. The course
culminates in a presentation of students’ final projects involving an original video game that incorporates basic elements of
3D animation. Prerequisite: CIS112 |
| Fundamentals of Game Programming |
| Course Number |
GAM257 |
| Credits |
3.0 |
This Course Introduces Game Programming Principles And Techniques For Planning And Implementing 3d Interactive Games. In A Collaborative Fashion, Students Are Exposed To A Structured Process That Explains How To Develop 3d Games Incorporating Object-oriented Programming Statements, 3d Graphic Scripts, Character Animation, Sound, And Music. This Course Concludes With A Final Project Involving A Game Prototype That Exhibits 3d Graphics Programming And Animation Techniques Studied In This Course. Emphasis Is On Problem Solving And Collaboration. Prerequisites: Cis112 And Gam247 |
| Game Design and Animation I |
| Course Number |
GAM301 |
| Credits |
3.0 |
This Course Introduces Students To Fundamental Principles Of Game Design And 3d Computer Animation. The Course Explores Methods Of Modeling, Rendering, And Animating 3d Objects For Video Games, Computer Simulations, And Virtual Worlds. Students Use 3d Modeling Software To Create Character Animation And 3d Environments Including Rigging, Key Framing Animation, Lighting, Camera Angles, Texture Formation, And Motion. Prerequisites: Cis112, Gam217, And Gam247 |
| Game Design and Animation II |
| Course Number |
GAM401 |
| Credits |
3.0 |
This Course Builds Upon The Knowledge Gained In Game Design And Animation I. Advanced Methods Of Game Design, Including Drafting A Game Design Document, Are Covered In The Course. Students Gain Insight Into The Aesthetic Design And Technical Implementation Needed To Design High-quality 3d Interactive Video Games. Students Use 3d Modeling Software And Scripting Techniques To Create Character And Terrain Animation, And Artificial Intelligence For Games. Emphasis Is On Applying Problem-solving Skills And Refining The Game Design Document. Prerequisites: Cis112, Gam217, Gam247, And Gam301 |
Program description: Post University’s 15-credit Certificate in Game Design & Animation will help students turn their passion for gaming into a
career in the growing entertainment game industry. Video games, computer simulations, and virtual reality are playing and
will continue to play a prominent role in society. This certificate is geared for students who are seeking a way to enter the
exciting world of game design.
The curriculum provides students with the main concepts and skills needed to design 3-dimensional interactive games for
entertainment. Working in a collaborative environment, students are provided with theoretical knowledge and practical
methods that highlight game theory, game genres, design principles, 3D graphics programming, character animation,
game engine architectures, and artificial intelligence in games.
Game Design Courses at Westwood College
Program Name:
Bachelor Degree - Game Art
| Game Design Process |
| Course Number |
GA330 |
| Credits |
6.0 |
PREREQUISITE(S): GD260
This course analyzes the game development and design process and introduces game engines. Topics include manual and conceptual skills, material collection, research, interface planning, game structure, and fundamental game engine operation. Upon successful completion of this course, students will be able to create a game design document and navigate a game engine |
| Texture Mapping for Games |
| Course Number |
GA340 |
| Credits |
6.0 |
PREREQUISITE(S): GA330, GD360
This course develops advanced skills in texture mapping for games. Topics include high resolution and low resolution texture mapping for game assets. Upon successful completion of this course, students will be able to apply texture mapping to characters, environments, and other assets using industryrelevant software and techniques. |
| Character Animation for Games |
| Course Number |
GA361 |
| Credits |
6.0 |
PREREQUISITE(S): GD150, GD395
This course develops advanced techniques in character animation. Topics include animation cycles and loops, acting,weight and balance, and interaction. Upon successful completion of this course, students will be able to complete animation cycles and import them into a game environment |
| Special Effects for Games |
| Course Number |
GA424 |
| Credits |
6.0 |
PREREQUISITE(S): GD380
This course covers special effects as applied to games. Topics include particle systems, volumetric effects, sprites and animated textures, and dynamics for games. Upon successful completion of this course, students will be able to produce various effects for use in a 3D game engine |
| Level and Environment Design |
| Course Number |
GA445 |
| Credits |
6.0 |
PREREQUISITE(S): GA340
This course covers level and environmental design as applied for use in a 3D game engine. Topics include controlling level flow, technical limitations, environmental design/layout,troubleshooting, and playability. Upon successful completion of this course, students will be able to design, create and test a game level or environment in a 3D game engine |
| Game Art Project |
| Course Number |
GA480 |
| Credits |
6.0 |
PREREQUISITE(S): GA361, GD380
This course provides the opportunity to apply advanced game art design knowledge and skills to a portfolio quality game art project. Topics include enhancement and incorporation of game art assets to a portfolio quality product. Upon successful completion of this course, students will be able to effectively incorporate art assets into a working game level. |
| Game Art Portfolio Review |
| Course Number |
GA490 |
| Credits |
6.0 |
Prerequisite(s): Program Chair Or Dean Approval This Course Focuses On The Development And Critique Of A Professional Game Art Portfolio. Topics Include Industry Interviewing Techniques, Portfolio Refinement And Self-marketing Skills. Upon Successful Completion Of This Course, Students Will Be Able To Analyze Their Personal Traits And Present Both A Print And Digital Portfolio And Résumé That Highlight Their Individual Game Art Skills In A Professional Manner. |
| Introduction to Game Development |
| Course Number |
SG110 |
| Credits |
3.0 |
This course covers the theoretical and practical considerations governing the development of a game, and how these considerations are manifested in the design and development of games. Topics include game history, terminologies, philosophies, and genres. Upon successful completion of this course, students will be able to demonstrate knowledge of the basics of gaming. |
| Game Analysis and Playability |
| Course Number |
SG140 |
| Credits |
3.0 |
This course covers the concepts behind the development of games, conceptual reflection, genres, and the determination of what actually defines a game’s playability. Topics include game world concepts, game story development, game character development, and considerations for genre-specific game design.Upon successful completion of this course, students will be able to document game playability through analysis of graphics, sound, artificial intelligence, and intended audience. |
| Introduction to Drawing and Perspective |
| Course Number |
GD110 |
| Credits |
6.0 |
6.5 Credit Hours/30 Lecture Hours/70 Lab Hours This Course Introduces Fundamental Drawing Concepts And Terminology. Topics Include The Principles Of Drawing, Drawing Styles And Technique; Including Lighting, Perspective Fundamentals, Gesture, And Contour. Upon Successful Completion Of This Course, Students Will Be Able To Demonstrate Effective Drawing Skills Using Fundamental Drawing Tools And Techniques, And Properly Use Industrystandard Terminology. |
| Digital Image Editing |
| Course Number |
GD120 |
| Credits |
6.0 |
6.5 Credit Hours/30 Lecture Hours/70 Lab Hours Prerequisite(s): Gd110 This Course Covers The Basics Of Digital Image Editing And Compositing. Topics Include Digital Photography, Scanning Techniques, Photo Retouching And Manipulation, And Texture Creation. Upon Successful Completion Of This Course, Students Will Be Able To Use Industry-standard Software To Create Seamless Textures, Prepare Digital Images, Work With Painted Textures, And Utilize Alpha Channels In A 3d Application. |
| Introduction to Animation |
| Course Number |
GD150 |
| Credits |
6.0 |
6.5 Credit Hours/30 Lecture Hours/70 Lab Hours Prerequisite(s): Gd110 This Course Introduces The Fundamentals Of Traditional And Digital Animation. Topics Include The History And Principles Of Animating Key Poses, Timing Cycles, And The Mechanics Of Motion. Upon Successful Completion Of This Course, Students Will Be Able To Present A Short Animation Using Traditional And Digital Techniques. |
| Life Drawing for Animation |
| Course Number |
GD240 |
| Credits |
6.0 |
6.5 Credit Hours/30 Lecture Hours/70 Lab Hours Prerequisite(s): Gd110 This Course Covers Advanced Drawing Concepts As They Relate To Character Modeling And Animation. Topics Include Basic Human And Animal Anatomy And Form As It Relates To The Surrounding Environment, Spatial Relationships, And Introductory Sculpting Techniques. Upon Successful Completion Of This Course, Students Will Be Able To Effectively Capture And Develop Gestures And Motion In Various Media For Use In 2d And 3d Animation. |
| Fundamentals of 3D |
| Course Number |
GD260 |
| Credits |
6.0 |
6.5 Credit Hours/30 Lecture Hours/70 Lab Hours Prerequisite(s): Gd120 This Course Covers The Fundamentals Of A 3d Application. Topics Include Modeling, Rendering, Texturing, Animation, Lighting And Cameras. Upon Successful Completion Of This Course, Students Will Be Able To Apply Fundamental Skills, Techniques, And Terms Toward Components Of A 3d Short. |
| Digital Color Theory |
| Course Number |
GD275 |
| Credits |
3.0 |
3.0 Credit Hours/20 Lecture Hours/20 Lab Hours This Course Explores The Principles Of Color As It Applies To Digital Media. Topics Include Rgb Versus Cymk, Digital Color Principals In The Game Environment, Color For Screen, Bit Depth, Color Pallets, Color Channels, Alpha Channels And File Formats. Upon Successful Completion Of This Course, Students Will Be Able To Demonstrate An Understanding Of The Psychology Of Color And How To Properly Apply Digital Color Theory For Screen And Digital Media. |
| Advanced Drawing and Perspective |
| Course Number |
GD304 |
| Credits |
6.0 |
6.5 Credit Hours/30 Lecture Hours/70 Lab Hours Prerequisite(s): Gd110 This Course Builds On Traditional Drawing Skills, Focusing On Advanced Drawing And Perspective Techniques. Topics Include Advanced Drawings And Perspective Terms And Techniques Used In Concept Design, Industrial Design, Storyboarding And Other Relevant Areas. Upon Successful Completion Of This Course, Students Will Be Able To Apply Skills To Develop Effective Concept Art For, But Not Limited To, Organic Forms, Environments, Industrial Design And Buildings. |
| Sequential Art and Visual Narrative |
| Course Number |
GD305 |
| Credits |
6.0 |
6.5 Credit Hours/30 Lecture Hours/70 Lab Hours Prerequisite(s): Gd304 This Course Covers The Elements And Techniques Of Sequential Storytelling. Topics Include Story Boarding And Scene Layout, Graphic Arts Publishing, Pencil Tests, And Animatics. Upon Successful Completion Of This Course, Students Will Be Able To Create Dynamic And Effective Narrative Content For A Variety Of Visual Media. |
| Advanced 3D |
| Course Number |
GD380 |
| Credits |
6.0 |
6.5 Credit Hours/30 Lecture Hours/70 Lab Hours Prerequisite(s): Gd360 This Course Covers Advanced 3d Methods And Techniques. Topics Include Rigging, Scripting, And Advanced Rendering Techniques; As Well As An Introduction To Particles, Dynamics, And Simulations. Upon Successful Completion Of This Course, Students Will Be Able To Apply Advanced 3d Techniques Towards The Production Of A Professional 3d Short. |
| Character Development and Setup |
| Course Number |
GD395 |
| Credits |
6.0 |
6.5 Credit Hours/30 Lecture Hours/70 Lab Hours Prerequisite(s): Gd240, Gd360 This Course Explores Character Design And Modeling. Topics Include Traditional Pencil Sketching And Drawing Techniques, Low Poly And High Poly Character Modeling, And Rigging Characters For Animation. Upon Successful Completion Of This Course, Students Will Be Able To Apply Traditional Techniques To Design An Original Character And Then Model It In A 3d Software Application And Prepare It For Animation. |
| Art History |
| Course Number |
ART300 |
| Credits |
3.0 |
3.5 Credit Hours/35 Lecture Hours Prerequisite(s): Hum250 This Course Provides A Brief Overview Of Historical Ideas And Events In The Development Of The Arts. Topics Include A Review Of The Styles And Schools Of Art As Well As The Functions Of Art In Varying Cultures. Upon Successful Completion Of This Course, Students Will Be Able To Describe Major Characteristics Of Art And Architecture, Analyze Visual Images, And Identify Historically Significant Artistic Styles, Individual Artists, And Works Of Art. |
| Communication Skills |
| Course Number |
COM112 |
| Credits |
3.0 |
Prerequisite(s): Foundational Course(s) If Indicated By Placement Scores This Course Presents An Overview Of The Various Theories And Methods Of Personal And Professional Communications. Topics Include Written And Oral Communication Techniques, Presentation Skills, Intercultural Communication Skills,and Negotiation Skills.upon Successful Completion Of This Course, Students Will Be Able To Communicate Effectively In Personal And Professional Environments And Be Able To Manage Personal And Professional Conflicts. |
| College Writing I |
| Course Number |
ENG121 |
| Credits |
3.0 |
Prerequisite(s): Foundational Course(s) If Indicated By Placement Scores This Course Introduces Productive Writing Techniques With An Emphasis On The Writing Process. Topics Include Brainstorming,critical Reading And Thinking, Analyzing Audience And Purpose, Developing Clear Thesis Statements, Developing Effective Sentences And Paragraphs, Drafting, Revising, And Editing. Upon Successful Completion Of This Course, Students Will Be Able To Use The Writing Process To Produce Effective Essays. |
| Ethical and Critical Thinking |
| Course Number |
HUM180 |
| Credits |
3.0 |
This course covers the principles and applications of ethical and critical thinking. Topics include argument construction and analysis, inductive and deductive reasoning, logical fallacies, perception, moral approaches, and social responsibility. Upon successful completion of this course, students will be able to analyze ethical issues, evaluate and clarify their own thinking,create sound and valid arguments, and effectively weigh the arguments of others. |
| Science Fiction and Fantasy |
| Course Number |
LIT415 |
| Credits |
3.0 |
3.5 Credit Hours/35 Lecture Hours Prerequisite(s): Lit301 This Course Covers The Genres Of Science Fiction And Fantasy. Topics Include The Use Of Language, Composition, And Characterization Within Different Forms Of Science Fiction And Fantasy. Upon Successful Completion Of This Course, Students Will Be Able To Identify Major Authors And Analyze Significant Works Of Science Fiction And Fantasy. |
| American Government |
| Course Number |
POL107 |
| Credits |
3.0 |
This course is designed to present an overview of American government. Topics include the federal system; political parties; nominations and elections; the legislative, executive and judicial branches; and civil liberties and civil rights. Upon successful completion of this course, students will be able to trace the development of the U.S. Constitution, understand and analyze issues in American government, and discuss the policy-making process. |
| Introduction to Psychology |
| Course Number |
PSY101 |
| Credits |
3.0 |
Prerequisite(s): Eng121 This Course Is Designed To Present A General Overview Of Psychology As A Social Science. Topics Include Historical Perspectives, Research Methods, Therapies, Applied Psychology,and Other Current Issues. Upon Successful Completion Of This Course, Students Will Be Able To Identify Psychological Concepts And Methods As Used Commonly To Address Real-world Situations. |
| Introduction to Statistics |
| Course Number |
MTH340 |
| Credits |
3.0 |
3.5 Credit Hours/35 Lecture Hours Prerequisite(s): Mth107 Or Mth170 This Course Introduces Basic Concepts In Statistics With Emphasis On Quantitative Analysis. Topics Include Measures Of Center And Variation, Applications Of Normal Distribution, Interpretations Of Correlation Coefficients, Analyzing And Graphing Linear Regression Models And Fundamentals Of Probability. Upon Successful Completion Of This Course, Students Will Be Able To Analyze Realworld Data, Interpret Graphs, Create Simple Linear Regression Models, And Form Valid Conclusions On The Basis Of Such Analysis. |
| Introduction to Physical Science |
| Course Number |
SCI121 |
| Credits |
3.0 |
Prerequisite(s): Eng121 And Either Mth107 Or Mth170 This Course Is Designed As An Introduction To Physical Science.topics Include Motion, Conservation Laws, Gravity, Waves, And Thermodynamics. Upon Successful Completion Of This Course,students Will Be Able To Describe The Scientific Method, Explain And Define The Principles And Terminology Of Physical Science,and Use Formulas To Solve Related Problems. |
| Computer Applications |
| Course Number |
CA101 |
| Credits |
3.0 |
This course is designed to increase proficiency in the use of common word processing, spreadsheet, and presentation application software. Topics include the production of business documents and reports. Upon successful completion of this course, students will be able to prepare documents using word processing, spreadsheet, and presentation software. |
| Success Strategies |
| Course Number |
PDC111 |
| Credits |
3.0 |
This course focuses on providing the skills and strategies to achieve personal and educational goals. Topics include learning styles, accountability, self-directed learning, managing resources,goal setting, self-esteem, critical thinking, and problem-solving skills. Upon successful completion of this course, students will be able to demonstrate self-reliance and apply the tools for success. |
| Career Management |
| Course Number |
PDC200 |
| Credits |
3.0 |
Prerequisite(s): Student Must Have Completed 50% Of Degree Requirements This Course Provides The Foundation For Developing Long-term Career Management Skills. Topics Include Tips For Producing Quality Résumés And Cover Letters And Interactive Techniques For Interviewing Success. Upon Successful Completion Of This Course,students Will Be Able To Research Job Leads, Write A Résumé,prepare For A Job Interview, Follow Up On A Job Interview, And Apply Strategies To Keep A Job And Advance In A Career. |
Program description: The Game Art Bachelor’s program is designed to provide students
with the ability to apply core knowledge of art and animation
techniques to the game and interactive software industry. The
program emphasizes traditional 2D artistry, 3D modeling, and
animation. In addition, general education courses assist students
in applying critical thinking, communication, and problem solving
skills in managing challenges that occur in a game development
environment.
Program Name:
Bachelor Degree - Game Software Development
| Introduction to Programming Concepts |
| Course Number |
CS101 |
| Credits |
4.0 |
This course is a foundation for programming concepts and theory.
Topics include computer hardware and software, critical thinking,
style and syntax, pseudo-code, number systems and program
design tools. Upon successful completion of this course, students
will be able to identify and discuss fundamental programming
concepts and tools. |
| Fundamentals of Programming |
| Course Number |
CS106 |
| Credits |
6.0 |
This course introduces the basic concepts of computer
programming, Integrated Development Environments (IDE), and
problem-solving techniques. Topics include flowcharts,
programming logic, debugging, control structures, file
input/output, functions, classes, and input/output manipulation.
Upon successful completion of this course, students will be able
to create, run, debug, and document computer programs. |
| Advanced Programming |
| Course Number |
CS215 |
| Credits |
4.0 |
This Course Covers The Integrated Development Environment (ide). Topics Include Graphical User Interface (gui) Windows, Menus, Dialogue Boxes, Message Loops, Keyboard And Mouse Input, Icons, And Bitmaps. Upon Successful Completion Of This Course, Students Will Be Able To Develop An Advanced Program Using A Gui. |
| Data Structures |
| Course Number |
CS220 |
| Credits |
4.0 |
This course covers data structures. Topics include nodes, linked
lists, stacks, queues, and trees. Upon successful completion of
this course, students will be able to write, compile, and debug
programs containing data structures. |
| Database Applications |
| Course Number |
CS224 |
| Credits |
3.0 |
This course covers the design and building of relational databases
using a database application. Topics include database creation and
manipulation, normalization, entity relationships, creating keys,
table relationships, reports, and forms. Upon successful completion
of this course, students will be able to describe database design
concepts, develop a database, establish relationships between
tables, and design custom views and reports. |
| Software Development Lifecycle |
| Course Number |
SG150 |
| Credits |
4.0 |
This course covers the software development lifecycle, including
requirements, analysis, design, implementation, testing,
deployment, maintenance, and retirement. This course covers a
variety of methodologies used in software development,
including UML. Topics include documentation, procedures,
standards, and practices related to each phase of the software
development lifecycle. Upon successful completion of this course,
students will be able to analyze and implement appropriate
systems development methods. |
| 2D Graphics Programming |
| Course Number |
SG210 |
| Credits |
6.0 |
This course explores the fundamentals of 2D game programming.
Topics include graphic APIs, window creation, input methods,
collision detection, and playing sounds. Upon successful
completion of this course, students will be able to develop a
complete basic 2D game and articulate the value and
developmental challenges of older 2D games. |
| 3D Graphics Programming |
| Course Number |
SG215 |
| Credits |
4.0 |
This course explores the fundamentals of 3D graphics
programming. Topics include mathematics needed for 3D
graphics, meshes, texturing, lighting, and the rendering pipeline.
Upon successful completion of this course, students will be able to
write a program that uses an Application Programming Interface
(API) to display a fully textured and lit mesh on the screen. |
| 3D Game Engine Architecture |
| Course Number |
SG220 |
| Credits |
6.0 |
This course explores 3D game engine architecture and graphic
functions, and investigates approaches to developing code for
different engines using procedural, object-oriented, or patterned
architectures. Topics include scene hierarchy, texture
management and formats, graphic tools, and how these work
together. Upon successful completion of this course, students will
be able to demonstrate the process of building a 3D graphics
engine. |
| Game Software Project |
| Course Number |
SG300 |
| Credits |
3.0 |
This course provides an opportunity to utilize acquired
knowledge and skills to develop a complete game product while
working with a team to assign roles, define the project timeline,
and meet milestones. Topics include server control and game
logic, game initialization process, Graphical User Interface (GUI)
creation and editing, and importing custom assets. Upon
successful completion of this course, students will be able to
contribute to the creation and evaluation of a working version of
a game. |
| Algorithm Analysis and Design |
| Course Number |
SG310 |
| Credits |
4.0 |
This course introduces the classical algorithms used in software
engineering. Topics include analysis and design of algorithms as
well as interpretation and implementation of problem solutions.
Upon successful completion of this course, students will be able
to analyze and solve a wide variety of common programming
problems using algorithms. |
| Game Network Programming |
| Course Number |
SG350 |
| Credits |
4.0 |
This course presents the fundamentals of creating game
software that can be played by multiple players across a
network. Topics include networking protocols and standards,
client/server standards, peer-to-peer topologies, and low-level
network Application Programming Interfaces (APIs). Additional
topics include the identification and recovery of network
problems such as latency and packet loss. Upon successful
completion of this course, students will be able to write
networking code and troubleshoot games that run across a
network. |
| Computer Organization and Assembly Language |
| Course Number |
SG360 |
| Credits |
6.0 |
This course covers the fundamental architecture of computers
and the low-level languages used to interact with the computer.
Topics include storage, registers, input-output (IO), device
interaction, instruction sets, and compiler and interpreter
construction. Upon successful completion of this course, students
will be able to detail the major subsystems comprising a
computer, explain the basic operation of a computer, and assess
how programs are transformed into machine code and then
executed. |
| Systems Programming |
| Course Number |
SG380 |
| Credits |
4.0 |
This course provides an introduction to the concepts underlying
modern operating systems. Topics include memory management,
file systems, process scheduling, inter-process communications,
and multi-threading. Upon successful completion of this course,
students will be able to synthesize concepts and write multithreaded
software. |
| Interpreter Design |
| Course Number |
SG400 |
| Credits |
6.0 |
This course covers the construction of interpreters. Topics
include parsing expressions, parsing statements, interpreting
declared procedures and functions, machine architecture, and
assembly code. Upon successful completion of this course,
students will be able to build an interpreter using a language
such as C++. |
| Game Software Testing and Debugging |
| Course Number |
SG420 |
| Credits |
4.0 |
This course introduces the processes and practices of software
testing and debugging. Topics include white-box, black-box, unit,
integration, and regression testing. Upon successful completion
of this course, students will be able to design and implement a
test plan, and debug and document software performance,
maintainability, and reliability. |
| Game Porting Basics |
| Course Number |
SG430 |
| Credits |
4.0 |
This course discusses the methods, tools, and processes involved
in porting software from personal computers (PCs) to other
devices. Topics include the study of best practices for creating a
portable code base, cost/benefit analysis of portability and its
reusability implications, study of porting methods, and the
hardware and software challenges to porting code successfully.
Upon successful completion of this course, students will be able
to produce a schedule for porting a game, analyze portability, and
port a game to another device. |
| Artificial Intelligence for Games |
| Course Number |
SG440 |
| Credits |
4.0 |
This course covers the neural networks and fuzzy logic as used in
the development of artificial intelligence (AI) engines for gaming
software products. Topics include chasing and evading, finite
state machines, path finding, domain knowledge, decision matrix,
neural networks and fuzzy logic. Upon successful completion of
this course, students will be able to document and analyze a
given domain of knowledge for AI purposes, write a script for use
in an AI context, use a basic neural network model to implement
a decision matrix for the script, and apply a significant portion of
the matrix to a game. |
| Game Development |
| Course Number |
SG450 |
| Credits |
3.0 |
This course presents an iterative model for game software
development. Topics include core design, initial concept, game
balance, look and feel, and industry standard programming
practices. Upon successful completion of this course, students
will be able to design the logic and graphical user interface (GUI)
for a software product, and work as a team member with other
developers to create a gaming software product. |
| Game Project Management |
| Course Number |
SG455 |
| Credits |
3.0 |
This course covers the management functions of a software
development project. Topics include scope, time, cost and quality
management, risk assessment and management, and project
communications. Upon successful completion of this course, students will be able to analyze software project case studies and
create a complete game software project plan. |
| Game Software Senior Project |
| Course Number |
SG490 |
| Credits |
6.0 |
This course allows the development of a game software product
under direct supervision of a faculty member. Topics include
game design review and planning, character animations, making
a vehicle model, making weapons and items, making structures,
and creating and programming sound. Upon successful
completion of this course, students will be able to demonstrate a
working version of the software complete with requirements,
design, test, and user documentation. |
| College Algebra I |
| Course Number |
MTH170 |
| Credits |
3.0 |
This course provides intermediate algebra skills. Topics include
factoring polynomials, graphing and interpreting linear and
nonlinear equations, solving linear systems of equations and
quadratic equations, and performing basic operations with
functions. Upon successful completion of this course, students
will be able to use the rules of algebra to solve applied problems. |
| Trigonometry |
| Course Number |
MTH221 |
| Credits |
3.0 |
This course introduces trigonometric functions and applications.
Topics include conversions between degree and radian
measurements, solving right and oblique triangles, graphing
trigonometric functions, and trigonometric identities. Upon
successful completion of this course, students will be able to use
trigonometry to solve real-world problems. |
| College Algebra II |
| Course Number |
MTH270 |
| Credits |
3.0 |
This course focuses on providing the mathematical tools for
advanced mathematical topics. Topics include logarithms and
exponential equations, simplifying and graphing rational
expressions and equations, function composition and inverses,
and conic sections. Upon successful completion of this course,
students will be able to utilize these topics to solve problems
found in algebra, economics, computing, and the natural and
physical sciences. |
| Calculus |
| Course Number |
MTH331 |
| Credits |
3.0 |
This course presents an introduction to differential calculus. Topics
include determining limits and continuity of functions, finding and
evaluating derivatives of various functions, and determining the
concavity and extrema of functions along an interval. Upon
successful completion of this course, students will be able to join
their knowledge of algebra with calculus to solve a variety of
problems in mathematics, finance, and the natural sciences. |
| Linear Algebra |
| Course Number |
MTH401 |
| Credits |
3.0 |
This course provides the methods and processes in solving
systems of linear equations. Topics include the theory of systems
of linear equations, matrices, vectors, determinants, and linear
transformations. Upon successful completion of this course,
students will have the required skills to apply linear algebra
methods in solving natural and social science problems. |
| Selected Topics in Physics |
| Course Number |
SCI321 |
| Credits |
3.0 |
This course covers selected topics in physics. Topics include the
fundamental principles of science, Newton’s laws of force and
motion, Newton’s laws of universal gravitation, and laws of
thermodynamics. Upon successful completion of this course
students will be able to solve problems dealing with equilibrium,
momentum, energy, thermodynamics, light, and sound waves. |
| Introduction to Game Development |
| Course Number |
SG110 |
| Credits |
3.0 |
This course covers the theoretical and practical considerations governing the development of a game, and how these considerations are manifested in the design and development of games. Topics include game history, terminologies, philosophies, and genres. Upon successful completion of this course, students will be able to demonstrate knowledge of the basics of gaming. |
| Game Analysis and Playability |
| Course Number |
SG140 |
| Credits |
3.0 |
This course covers the concepts behind the development of games, conceptual reflection, genres, and the determination of what actually defines a game’s playability. Topics include game world concepts, game story development, game character development, and considerations for genre-specific game design.Upon successful completion of this course, students will be able to document game playability through analysis of graphics, sound, artificial intelligence, and intended audience. |
| Communication Skills |
| Course Number |
COM112 |
| Credits |
3.0 |
Prerequisite(s): Foundational Course(s) If Indicated By Placement Scores This Course Presents An Overview Of The Various Theories And Methods Of Personal And Professional Communications. Topics Include Written And Oral Communication Techniques, Presentation Skills, Intercultural Communication Skills,and Negotiation Skills.upon Successful Completion Of This Course, Students Will Be Able To Communicate Effectively In Personal And Professional Environments And Be Able To Manage Personal And Professional Conflicts. |
| Public Speaking |
| Course Number |
COM305 |
| Credits |
3.0 |
3.5 Credit Hours/35 Lecture Hours Prerequisite(s): Com112 This Course Presents Public Speaking Concepts And Applications. Topics Include Assessing Audience And Environments, Incorporating Subject Matter Research, Verbal And Nonverbal Communications, Use Of Visual Aids, Outlining, And Developing Speeches For A Variety Of Purposes. Upon Successful Completion Of This Course, Students Will Be Able To Create And Present Speeches And Presentations With Appropriate Visual Aids, Research, And Organizational Plans. |
| College Writing I |
| Course Number |
ENG121 |
| Credits |
3.0 |
Prerequisite(s): Foundational Course(s) If Indicated By Placement Scores This Course Introduces Productive Writing Techniques With An Emphasis On The Writing Process. Topics Include Brainstorming,critical Reading And Thinking, Analyzing Audience And Purpose, Developing Clear Thesis Statements, Developing Effective Sentences And Paragraphs, Drafting, Revising, And Editing. Upon Successful Completion Of This Course, Students Will Be Able To Use The Writing Process To Produce Effective Essays. |
| Ethical and Critical Thinking |
| Course Number |
HUM180 |
| Credits |
3.0 |
This course covers the principles and applications of ethical and critical thinking. Topics include argument construction and analysis, inductive and deductive reasoning, logical fallacies, perception, moral approaches, and social responsibility. Upon successful completion of this course, students will be able to analyze ethical issues, evaluate and clarify their own thinking,create sound and valid arguments, and effectively weigh the arguments of others. |
| Humanities |
| Course Number |
HUM250 |
| Credits |
3.0 |
Prerequisite(s): Eng221 This Course Explores The Foundations And Development Of Western Culture From Its Origins In The Ancient Near East To Modern Western Civilization. Topics Include Cultural History,philosophy, Religion, Literature, Art, And Music. Upon Successful Completion Of This Course, Students Will Be Able To Identify Influential Figures And Events, Appreciate And Discuss Well-known Works Of Art And Thought, And Recognize And Analyze Significant Movements And Genres In Western Culture. |
| Introduction to Literature |
| Course Number |
LIT301 |
| Credits |
3.0 |
3.5 Credit Hours/35 Lecture Hours Prerequisite(s): Eng221 This Course Introduces Students To The Literary Genres Of Fiction, Poetry, And Drama. Topics Include Literary Terminology, Criticism, Forms, Elements, Themes, And Major Works And Authors Within These Genres. Upon Successful Completion Of This Course, Students Will Be Able To Actively Read, Appreciate, Analyze, And Respond To Works Of Literature. |
| Science Fiction and Fantasy |
| Course Number |
LIT415 |
| Credits |
3.0 |
3.5 Credit Hours/35 Lecture Hours Prerequisite(s): Lit301 This Course Covers The Genres Of Science Fiction And Fantasy. Topics Include The Use Of Language, Composition, And Characterization Within Different Forms Of Science Fiction And Fantasy. Upon Successful Completion Of This Course, Students Will Be Able To Identify Major Authors And Analyze Significant Works Of Science Fiction And Fantasy. |
| American Government |
| Course Number |
POL107 |
| Credits |
3.0 |
This course is designed to present an overview of American government. Topics include the federal system; political parties; nominations and elections; the legislative, executive and judicial branches; and civil liberties and civil rights. Upon successful completion of this course, students will be able to trace the development of the U.S. Constitution, understand and analyze issues in American government, and discuss the policy-making process. |
| Political Science |
| Course Number |
POL423 |
| Credits |
3.0 |
3.5 Credit Hours/35 Lecture Hours Prerequisite(s): Eng221, Pol107 This Course Explores Some Of The Most Pressing Political Issues Facing The United States And Other Nations. Topics Include Problems And Issues Inherent In Different Governmental Styles And The Political Process Of Democracies And Other Forms Of Government. Upon Successful Completion Of This Course Students Will Be Able To Research, Analyze, And Discuss Issues Related To The Function Of Political Institutions, Issues Relating To A Variety Of Social Changes, Public Policy Matters, And America’s Role As A Global Leader In Foreign Affairs. |
| Introduction to Psychology |
| Course Number |
PSY101 |
| Credits |
3.0 |
Prerequisite(s): Eng121 This Course Is Designed To Present A General Overview Of Psychology As A Social Science. Topics Include Historical Perspectives, Research Methods, Therapies, Applied Psychology,and Other Current Issues. Upon Successful Completion Of This Course, Students Will Be Able To Identify Psychological Concepts And Methods As Used Commonly To Address Real-world Situations. |
| Human Relations |
| Course Number |
SOC121 |
| Credits |
3.0 |
This course explores the nature and importance of human relations. Topics include the communication process, working in diverse environments, teambuilding skills, controlling emotions,and managing conflict. Upon successful completion of this course, students will be able to demonstrate essential transferable skills to function effectively in society. |
| Research Methodologies |
| Course Number |
SOC401 |
| Credits |
3.0 |
3.5 Credit Hours/35 Lecture Hours Prerequisite(s): Eng221, Mth340 This Course Covers Research Methods To Gather, Organize, Analyze, And Convert Data Into Information For The Purposes Of Presentation And Decision Making. Topics Include Primary And Secondary Research, Documentation And Interpretation Of Data, And Presentation To Multicultural Populations. Upon Successful Completion Of This Course, Students Will Be Able To Conduct Independent Research, Analyze The Data Collected, And Present The Information In Written And Oral Forms. |
| Introduction to Statistics |
| Course Number |
MTH340 |
| Credits |
3.0 |
3.5 Credit Hours/35 Lecture Hours Prerequisite(s): Mth107 Or Mth170 This Course Introduces Basic Concepts In Statistics With Emphasis On Quantitative Analysis. Topics Include Measures Of Center And Variation, Applications Of Normal Distribution, Interpretations Of Correlation Coefficients, Analyzing And Graphing Linear Regression Models And Fundamentals Of Probability. Upon Successful Completion Of This Course, Students Will Be Able To Analyze Realworld Data, Interpret Graphs, Create Simple Linear Regression Models, And Form Valid Conclusions On The Basis Of Such Analysis. |
| Introduction to Physical Science |
| Course Number |
SCI121 |
| Credits |
3.0 |
Prerequisite(s): Eng121 And Either Mth107 Or Mth170 This Course Is Designed As An Introduction To Physical Science.topics Include Motion, Conservation Laws, Gravity, Waves, And Thermodynamics. Upon Successful Completion Of This Course,students Will Be Able To Describe The Scientific Method, Explain And Define The Principles And Terminology Of Physical Science,and Use Formulas To Solve Related Problems. |
| Computer Applications |
| Course Number |
CA101 |
| Credits |
3.0 |
This course is designed to increase proficiency in the use of common word processing, spreadsheet, and presentation application software. Topics include the production of business documents and reports. Upon successful completion of this course, students will be able to prepare documents using word processing, spreadsheet, and presentation software. |
| Success Strategies |
| Course Number |
PDC111 |
| Credits |
3.0 |
This course focuses on providing the skills and strategies to achieve personal and educational goals. Topics include learning styles, accountability, self-directed learning, managing resources,goal setting, self-esteem, critical thinking, and problem-solving skills. Upon successful completion of this course, students will be able to demonstrate self-reliance and apply the tools for success. |
| Career Management |
| Course Number |
PDC200 |
| Credits |
3.0 |
Prerequisite(s): Student Must Have Completed 50% Of Degree Requirements This Course Provides The Foundation For Developing Long-term Career Management Skills. Topics Include Tips For Producing Quality Résumés And Cover Letters And Interactive Techniques For Interviewing Success. Upon Successful Completion Of This Course,students Will Be Able To Research Job Leads, Write A Résumé,prepare For A Job Interview, Follow Up On A Job Interview, And Apply Strategies To Keep A Job And Advance In A Career. |
Program description: The superhero leaps from building to building—and you’re the person who gave him the gift.
With a bachelor’s degree in game software development, you’ll gain the ability to apply core knowledge of software engineering to employment settings through a curriculum that emphasizes game and interactive software development. If you have been researching online game colleges, consider the Westwood College online campus. Our coursework will teach you how to apply critical thinking, logic, communications and problem-solving skills in managing the challenges that occur in a game development environment. This program helps prepare a student for an entry level position in the game software development industry including the following roles: application developer, game software programmer, product software developer, game quality assurance or software developer.
Game Design Courses at Full Sail University
Program Name:
Game Design Bachelors - Online
| Aesthetics and Immersion |
| Course Number |
GDN 4340 |
| Credits |
4.0 |
The Aesthetics and Immersion Course examines the latest research in immersion, addiction, and basic learning theories as they apply to game design. These techniques are a growing discipline within the game design world as they can influence sales and game enjoyment through paradigms such as the aesthetic usability effect. This course outlines the constructs of aesthetics and immersion as separate yet intertwined disciplines. In this course, the psychology of aesthetic design is traced back to its historic roots while also giving the student a current understanding of the field. |
| Design and Development Analysis |
| Course Number |
GDN 2130 |
| Credits |
3.0 |
The Design and Development Analysis Course teaches the student techniques used to deconstruct, reproduce, and improve existing games based on a thorough analytical process. The ability to critically analyze other’s work is essential to the design phase of any project, and the video game industry is no exception to this. By playing and deconstructing games, students will learn the complicated design systems running behind the scenes in games and will compose documents to support their findings. |
| Design Project |
| Course Number |
GDN 3140 |
| Credits |
4.0 |
The Design Project Course builds on the documentation skills gained in Game
Design I and the critical and analytical techniques tested in courses such as
Statistics, Economics, and Usability. This course challenges students to apply what
they know. In teams, students generate ideas, design playable components around
those ideas, and document their decisions through a collaborative and analytical
process. Focus is placed on the mechanics, flow, and fun factor. The goal of the
project is for students to appreciate the complexity of collaborative game design, to
fine-tune the application of their technical design skills, and to ensure their design is
well-suited to an intended market and meets all milestones. |
| Economics |
| Course Number |
GDN 1440 |
| Credits |
4.0 |
The Economics Course examines how people make choices and use resources.
This course focuses specifically on game economics and will examine how markets
are created and maintained in game worlds. Students will learn how players allocate
their resources in a limited market, while trying to satisfy their wants and needs.
This is maintained through economic balance and fluctuations that are controlled by
the designer and must be maintained throughout the development process. Topics
of study include basic economic theory, inflation, supply & demand, poverty &
inequality, and market stability. |
| Game Design Final Project I |
| Course Number |
GDN 4630 |
| Credits |
3.0 |
In the Game DesignFinal Project I Course, students are placed into groups
and will plan the genre and scope of their final projects. Students will assign roles
and responsibilities, generate feature lists, and outline a production plan. Each
team is responsible for composing a formal Design Document, detailing the process
and tools that will be used to create the intended game prototype. Focus will be on
originality, creativity, overall fun of the game, team collaboration, and work ethic. |
| Game Design Final Project II |
| Course Number |
GDN 4730 |
| Credits |
3.0 |
In the Game Design Final Project II Course, the final project serves as the
culmination of skills developed during the Game Design Online program. Teams
will focus on turning their Final Project I documented designs into full working
prototypes. Prototypes can consist of multiple game levels, card games, pen &
paper games, board games, and game mods. Students will be evaluated on their
design decisions, creativity, and look and feel of the prototype, playability, and
overall fun. Upon completion of this course, teams will have a working prototype that
is ready to be tested and polished. |
| Game Design Final Project III |
| Course Number |
GDN 4840 |
| Credits |
4.0 |
In the Game Design Final Project III Course, the final project serves as the
culmination of skills developed during the Game Design Online program. Teams will
continue working on Final Project II prototypes, testing and polishing their game
designs. Upon completion of this course, teams will have concrete examples of their
designs that are polished and professionally format ted and ready to be presented
and shared with prospective employers or investors. |
| Game Design I |
| Course Number |
GDN 1230 |
| Credits |
3.0 |
The Game Design I Course examines the common design approaches used in the
game industry and examines the purpose and function of writ ten documentation.
Providing a memorable experience for a player in any given game requires a
thorough design, and for a design to be ef fectively communicated and adhered to
during the development process, it must be well documented. Students will design
and document an original game concept, beginning with traditional and creative
brainstorming techniques, concept mapping, and outlining. They will further hone
their descriptive and technical writing skills through composition, revision, and
editing of their design documentation. |
| Game Design II |
| Course Number |
GDN 4240 |
| Credits |
4.0 |
The Game Design II Course teaches students how to prioritize game features
and develop successful plans of implementation. Design is not only creating what is
in a game but also deciding how and when certain features will be implemented and
accomplished. The goal is to create a complete gaming experience for the player,
and students will learn to appreciate this through a deeper examination of core
aspects such as point of view, feedback, player challenge, and player choices. |
| Game History |
| Course Number |
GDN 1130 |
| Credits |
3.0 |
The Game History Course examines the history of game development, the
changes in game systems, and the evolution of genres and interactivity elements.
The course explores why people play games and which games revolutionized the
various game genres. Important milestones in the industry’s history have resulted
in changes to the way people create and play games, and designers need to
understand these. Students will learn about influential and innovative titles and
what impact they had or continue to have on the games of today. |
| Game Mechanics |
| Course Number |
GDN 3340 |
| Credits |
4.0 |
The Game Mechanics Course explores the theories and principles employed in
game rule-based systems. Students will learn how pacing and thematic structures
incorporate conflict resolution and generate a plausible challenge and reward system.
Students will understand the use of feedback mechanisms by employing a heuristic
testing process to determine which of the design elements may or may not be fun or
unbalanced during actual play. Students leaving this course will have a bet ter idea
about how to bet ter sync gameplay decisions to a specified target audience. |
| Leadership |
| Course Number |
GDN 2340 |
| Credits |
4.0 |
The Leadership Course is designed to facilitate students’ discovery, direction,
development and demonstration of their leadership skills. Emphasis is placed on
students constructing a personal leadership development plan for professional
application. The importance of translating leadership theory into real-world practice
is amplified throughout the course. The leadership principles and knowledge that
will be acquired are transferable to any industry |
| Level Design I |
| Course Number |
GDN 3630 |
| Credits |
3.0 |
The Level Design I Course teaches students how to analyze game levels and
break them down into their basic components. Students will learn to ask the right
questions when designing a level. What purpose does a particular object in a level
serve Is it functional, or is it there for purely aesthetic reasons What sort of
guidance (if any) should a player receive Does this level have any ties to previous or
future levels Students will also learn about such concepts as level pacing and flow,
set ting clear goals for a player, and the importance of visuals. The ever-elusive fun
factor will also be covered, as a way of tying the individual components together. |
| Level Design II |
| Course Number |
GDN 3740 |
| Credits |
4.0 |
The Level Design II Course teaches students how to create a level based on
game interactions and features. Designing a level by interaction allows the game
designer to map out the perfect game scenarios to give to the player. Since games
allow a degree of free will, it is the designer’s responsibility to present the player
with optimal situations to utilize and master game features. This is achieved by
linking well thought out interactive scenarios. Using the tools learned in Level
Design 1, students follow simple steps to creating an interaction-driven level.
Advanced concepts such as modularity and combat scenarios are also covered in
this class. |
| Programming Foundations |
| Course Number |
GDN 3240 |
| Credits |
4.0 |
The Programming Foundations Course examines the underlying technical
details of a game. General knowledge of simple object-oriented concepts will
help a designer plan out the various systems of a game. These skills will also help
a designer break down aspects of a game into their core components. Scripting
languages will also be introduced as a means of giving the designer higher-level
access to the data and functionality of a game. |
| Prototyping I |
| Course Number |
GDN 3840 |
| Credits |
4.0 |
The Prototyping I Course provides students with the theory and practices used
to design and execute a testing process to both validate and improve a game during
the preproduction phase of development. Simplified versions of the final product
called prototypes allow for the proving and refinement of a game as well as reducing
both costs and risks associated with the actual development cycle. Students will
ultimately propose their own product in this course to be tested in the following
course, Prototyping II. |
| Prototyping II |
| Course Number |
GDN 4140 |
| Credits |
4.0 |
The Prototyping II Course demonstrates the testing of viability and variation of
the game concept, employing a heuristic process that provides personal insight for
each student. This course utilizes the game concept proposed in the previous course
(Prototyping I) to experience a testing and revision process that will improve the
overall quality of a game. A range of testing methods will be employed to improve
iterations of the game product. |
| Research and Marketing |
| Course Number |
GDN 4540 |
| Credits |
4.0 |
The Research and Marketing Course examines the marketing process and
helps students develop the skills required to gather information, organize data,
and deliver a concise and credible product. The billion-dollar video game industry
is fueled by successful marketing campaigns that engage loyal enthusiasts as
well as capture new customers. Topics of study will include consumer research,
advertising, product planning, distribution, public relations, and media relationships.
The materials and process in this course apply directly to final project development
in this program. |
| Storytelling |
| Course Number |
GDN 1340 |
| Credits |
4.0 |
The Storytelling Course introduces students to the history of storytelling in all its
manifestations: from ancient tribal performance and cave paintings to the modern
impact of story in various entertainment media. Students will examine storytelling
as a practical tool for communicating information and ideas, including storyboarding
techniques. There will be particular at tention paid to how storytelling operates
through modern technologies including cinema and games and how it can be used in
video games to build narrative depth, emotional impact, and theme, which all work
toward greater player immersion. |
| Team Building |
| Course Number |
GDN 2430 |
| Credits |
3.0 |
The Team Building Course investigates collaborative techniques designed to
inspire teams to work together, delivering faster and more ef fective results and
services. A strong team demonstrates critical skills in assessing and managing
relationships with self and others. This course seeks to maximize individual
strengths; leverage complementary skills and styles of team members; and optimize
organization, planning, and implementation of team objectives. Through selfreflection and team-building exercises, students will learn to structure, measure,
and tune performance in a team environment. |
| Testing and Play Balancing |
| Course Number |
GDN 4440 |
| Credits |
4.0 |
The Testing and Play Balancing Course provides students with the skills used
to design and implement a testing program from the beginning of the development
cycle to the end. Quality Assurance is an integral component of the game design
process. The successful delivery of a game is dependent on the verification and
validation of an ef fective quality assurance system. Topics will include function
prototypes, test sets (which include defect testing and acceptance testing) and
structural prototyping. Students will develop a continuous process improvement
program that can be utilized in future projects. |
| Usability |
| Course Number |
GDN 2240 |
| Credits |
4.0 |
The Usability Course explores the theoretical and practical methods used to
improve game interfaces. Usability inspection is aimed at finding usability problems
and providing design relevant information to designers and engineers in the effort
of making products easier to interact with and more ef ficient to use. In this course,
students will understand usability and its considerations defining the usability
trade-of fs involved in the game design world. Some of the topics will include
generations of user interfaces, the usability engineering lifecycle, design process,
usability heuristics, usability testing methodologies, four fun keys, and design of a
game controller. |
| Anthropology and Sociology |
| Course Number |
GEN 2140 |
| Credits |
4.0 |
In the Anthropology and Sociology Course, students investigate the study
of humanity, how groups of humans tend to interact, and the impact of these
interactions on the individual. Technology has changed the shape of communication
and commerce, creating the potential for a truly global economy. Understanding
how culture is shaped—from the largest national identities to the smallest social
groups—has become an absolute necessity for industries hoping to tap into broader
world markets. |
| Developmental Psychology |
| Course Number |
DEP 2004 |
| Credits |
4.0 |
The Developmental Psychology Course examines the ways the basic elements
of psychological development serve to either detract from or enhance personal
growth. Students gain a basic understanding of developmental theories and identify
ways that they impact personal growth. Current theory is combined with historical
theory in order to give the students the broadest possible framework with which to
enhance their understanding of developmental psychology. |
| Finite Math |
| Course Number |
MGF 1040 |
| Credits |
4.0 |
The Finite Math Course provides a foundation of mathematical analysis
techniques used in the working world. Students will explore a collection of topics
including Probability Theory, Linear Programming, Matrices & Determinates, Logic,
and Number Theory. The topics explored will provide valuable experience with
organizing information and analytical thinking. Students will use the skills gained in
this course to successfully navigate future courses and projects that call on logical
and analytical assessments. |
| Statistics |
| Course Number |
MGF 1340 |
| Credits |
4.0 |
The Statistics Course teaches students how to examine data, determine where
things are, and predict where things will go. By determining market trends and
behavioral trends, the student can leverage the data so that it connects directly with
an intended target. Students will examine the central tendency, variability, and skew
of data in ef fort to locate correlations and regressions and will use this information
to predict trends or see where problems could arise. |
| Design and Development Analysis |
| Course Number |
GDN 2130 |
| Credits |
3.0 |
The Design and Development Analysis Course teaches the student
techniques used to deconstruct, reproduce, and improve existing games based on a
thorough analytical process. The ability to critically analyze other’s work is essential
to the design phase of any project, and the video game industry is no exception
to this. By playing and deconstructing games, students will learn the complicated
design systems running behind the scenes in games and will compose documents to
support their findings. |
| Design Project |
| Course Number |
GDN 3140 |
| Credits |
4.0 |
The Design Project Course builds on the documentation skills gained in Game
Design I and the critical and analytical techniques tested in courses such as
Statistics, Economics, and Usability. This course challenges students to apply what
they know. In teams, students generate ideas, design playable components around
those ideas, and document their decisions through a collaborative and analytical
process. Focus is placed on the mechanics, flow, and fun factor. The goal of the
project is for students to appreciate the complexity of collaborative game design, to
fine-tune the application of their technical design skills, and to ensure their design is
well-suited to an intended market and meets all milestones. |
| Economics |
| Course Number |
GDN 1440 |
| Credits |
4.0 |
The Economics Course examines how people make choices and use resources.
This course focuses specifically on game economics and will examine how markets
are created and maintained in game worlds. Students will learn how players allocate
their resources in a limited market, while trying to satisfy their wants and needs.
This is maintained through economic balance and fluctuations that are controlled by
the designer and must be maintained throughout the development process. Topics
of study include basic economic theory, inflation, supply & demand, poverty &
inequality, and market stability. |
| Game Design Final Project I |
| Course Number |
GDN 4630 |
| Credits |
3.0 |
In the Game DesignFinal Project I Course, students are placed into groups
and will plan the genre and scope of their final projects. Students will assign roles
and responsibilities, generate feature lists, and outline a production plan. Each
team is responsible for composing a formal Design Document, detailing the process
and tools that will be used to create the intended game prototype. Focus will be on
originality, creativity, overall fun of the game, team collaboration, and work ethic. |
| Game Design Final Project II |
| Course Number |
GDN 4730 |
| Credits |
3.0 |
In the Game Design Final Project II Course, the final project serves as the
culmination of skills developed during the Game Design Online program. Teams
will focus on turning their Final Project I documented designs into full working
prototypes. Prototypes can consist of multiple game levels, card games, pen &
paper games, board games, and game mods. Students will be evaluated on their
design decisions, creativity, and look and feel of the prototype, playability, and
overall fun. Upon completion of this course, teams will have a working prototype that
is ready to be tested and polished. |
| Game Design Final Project III |
| Course Number |
GDN 4840 |
| Credits |
4.0 |
In the Game Design Final Project III Course, the final project serves as the
culmination of skills developed during the Game Design Online program. Teams will
continue working on Final Project II prototypes, testing and polishing their game
designs. Upon completion of this course, teams will have concrete examples of their
designs that are polished and professionally format ted and ready to be presented
and shared with prospective employers or investors. |
| Game Design I |
| Course Number |
GDN 1230 |
| Credits |
3.0 |
The Game Design I Course examines the common design approaches used in the
game industry and examines the purpose and function of writ ten documentation.
Providing a memorable experience for a player in any given game requires a
thorough design, and for a design to be ef fectively communicated and adhered to
during the development process, it must be well documented. Students will design
and document an original game concept, beginning with traditional and creative
brainstorming techniques, concept mapping, and outlining. They will further hone
their descriptive and technical writing skills through composition, revision, and
editing of their design documentation. |
| Game Design II |
| Course Number |
GDN 4240 |
| Credits |
4.0 |
The Game Design II Course teaches students how to prioritize game features
and develop successful plans of implementation. Design is not only creating what is
in a game but also deciding how and when certain features will be implemented and
accomplished. The goal is to create a complete gaming experience for the player,
and students will learn to appreciate this through a deeper examination of core
aspects such as point of view, feedback, player challenge, and player choices. |
| Game History |
| Course Number |
GDN 1130 |
| Credits |
3.0 |
The Game History Course examines the history of game development, the
changes in game systems, and the evolution of genres and interactivity elements.
The course explores why people play games and which games revolutionized the
various game genres. Important milestones in the industry’s history have resulted
in changes to the way people create and play games, and designers need to
understand these. Students will learn about influential and innovative titles and
what impact they had or continue to have on the games of today. |
| Game Mechanics |
| Course Number |
GDN 3340 |
| Credits |
4.0 |
The Game Mechanics Course explores the theories and principles employed in
game rule-based systems. Students will learn how pacing and thematic structures
incorporate conflict resolution and generate a plausible challenge and reward system.
Students will understand the use of feedback mechanisms by employing a heuristic
testing process to determine which of the design elements may or may not be fun or
unbalanced during actual play. Students leaving this course will have a bet ter idea
about how to bet ter sync gameplay decisions to a specified target audience. |
| Leadership |
| Course Number |
GDN 2340 |
| Credits |
4.0 |
The Leadership Course is designed to facilitate students’ discovery, direction,
development and demonstration of their leadership skills. Emphasis is placed on
students constructing a personal leadership development plan for professional
application. The importance of translating leadership theory into real-world practice
is amplified throughout the course. The leadership principles and knowledge that
will be acquired are transferable to any industry |
| Level Design I |
| Course Number |
GDN 3630 |
| Credits |
3.0 |
The Level Design I Course teaches students how to analyze game levels and
break them down into their basic components. Students will learn to ask the right
questions when designing a level. What purpose does a particular object in a level
serve Is it functional, or is it there for purely aesthetic reasons What sort of
guidance (if any) should a player receive Does this level have any ties to previous or
future levels Students will also learn about such concepts as level pacing and flow,
set ting clear goals for a player, and the importance of visuals. The ever-elusive fun
factor will also be covered, as a way of tying the individual components together. |
| Level Design II |
| Course Number |
GDN 3740 |
| Credits |
4.0 |
The Level Design II Course teaches students how to create a level based on
game interactions and features. Designing a level by interaction allows the game
designer to map out the perfect game scenarios to give to the player. Since games
allow a degree of free will, it is the designer’s responsibility to present the player
with optimal situations to utilize and master game features. This is achieved by
linking well thought out interactive scenarios. Using the tools learned in Level
Design 1, students follow simple steps to creating an interaction-driven level.
Advanced concepts such as modularity and combat scenarios are also covered in
this class. |
| Programming Foundations |
| Course Number |
GDN 3240 |
| Credits |
4.0 |
The Programming Foundations Course examines the underlying technical
details of a game. General knowledge of simple object-oriented concepts will
help a designer plan out the various systems of a game. These skills will also help
a designer break down aspects of a game into their core components. Scripting
languages will also be introduced as a means of giving the designer higher-level
access to the data and functionality of a game. |
| Project Management and Assessment I |
| Course Number |
PMA 101 |
| Credits |
1.0 |
The Project Management and Assessment Courses are concurrent courses
taken alongside core curriculum in order to assist students with the development,
management, and assessment of program projects. The courses provide an
opportunity for students to apply analysis skills, create strategic plans, and foster
professional workflow practices. |
| Project Management and Assessment II |
| Course Number |
PMA 102 |
| Credits |
1.0 |
The Project Management and Assessment Courses are concurrent courses
taken alongside core curriculum in order to assist students with the development,
management, and assessment of program projects. The courses provide an
opportunity for students to apply analysis skills, create strategic plans, and foster
professional workflow practices. |
| Project Management and Assessment III |
| Course Number |
PMA 203 |
| Credits |
1.0 |
The Project Management and Assessment Courses are concurrent courses
taken alongside core curriculum in order to assist students with the development,
management, and assessment of program projects. The courses provide an
opportunity for students to apply analysis skills, create strategic plans, and foster
professional workflow practices. |
| Prototyping I |
| Course Number |
GDN 3840 |
| Credits |
4.0 |
The Prototyping I Course provides students with the theory and practices used
to design and execute a testing process to both validate and improve a game during
the preproduction phase of development. Simplified versions of the final product
called prototypes allow for the proving and refinement of a game as well as reducing
both costs and risks associated with the actual development cycle. Students will
ultimately propose their own product in this course to be tested in the following
course, Prototyping II. |
| Prototyping II |
| Course Number |
GDN 4140 |
| Credits |
4.0 |
The Prototyping II Course demonstrates the testing of viability and variation of
the game concept, employing a heuristic process that provides personal insight for
each student. This course utilizes the game concept proposed in the previous course
(Prototyping I) to experience a testing and revision process that will improve the
overall quality of a game. A range of testing methods will be employed to improve
iterations of the game product. |
| Research and Marketing |
| Course Number |
GDN 4540 |
| Credits |
4.0 |
The Research and Marketing Course examines the marketing process and
helps students develop the skills required to gather information, organize data,
and deliver a concise and credible product. The billion-dollar video game industry
is fueled by successful marketing campaigns that engage loyal enthusiasts as
well as capture new customers. Topics of study will include consumer research,
advertising, product planning, distribution, public relations, and media relationships.
The materials and process in this course apply directly to final project development
in this program. |
| Storytelling |
| Course Number |
GDN 1340 |
| Credits |
4.0 |
The Storytelling Course introduces students to the history of storytelling in all its
manifestations: from ancient tribal performance and cave paintings to the modern
impact of story in various entertainment media. Students will examine storytelling
as a practical tool for communicating information and ideas, including storyboarding
techniques. There will be particular at tention paid to how storytelling operates
through modern technologies including cinema and games and how it can be used in
video games to build narrative depth, emotional impact, and theme, which all work
toward greater player immersion. |
| Team Building |
| Course Number |
GDN 2430 |
| Credits |
3.0 |
The Team Building Course investigates collaborative techniques designed to
inspire teams to work together, delivering faster and more ef fective results and
services. A strong team demonstrates critical skills in assessing and managing
relationships with self and others. This course seeks to maximize individual
strengths; leverage complementary skills and styles of team members; and optimize
organization, planning, and implementation of team objectives. Through selfreflection and team-building exercises, students will learn to structure, measure,
and tune performance in a team environment. |
| Testing and Play Balancing |
| Course Number |
GDN 4440 |
| Credits |
4.0 |
The Testing and Play Balancing Course provides students with the skills used
to design and implement a testing program from the beginning of the development
cycle to the end. Quality Assurance is an integral component of the game design
process. The successful delivery of a game is dependent on the verification and
validation of an ef fective quality assurance system. Topics will include function
prototypes, test sets (which include defect testing and acceptance testing) and
structural prototyping. Students will develop a continuous process improvement
program that can be utilized in future projects. |
| Usability |
| Course Number |
GDN 2240 |
| Credits |
4.0 |
The Usability Course explores the theoretical and practical methods used to
improve game interfaces. Usability inspection is aimed at finding usability problems
and providing design relevant information to designers and engineers in the effort
of making products easier to interact with and more ef ficient to use. In this course,
students will understand usability and its considerations defining the usability
trade-of fs involved in the game design world. Some of the topics will include
generations of user interfaces, the usability engineering lifecycle, design process,
usability heuristics, usability testing methodologies, four fun keys, and design of a
game controller. |
| Anthropology and Sociology |
| Course Number |
GEN 2140 |
| Credits |
4.0 |
In the Anthropology and Sociology Course, students investigate the study
of humanity, how groups of humans tend to interact, and the impact of these
interactions on the individual. Technology has changed the shape of communication
and commerce, creating the potential for a truly global economy. Understanding
how culture is shaped—from the largest national identities to the smallest social
groups—has become an absolute necessity for industries hoping to tap into broader
world markets. |
| Developmental Psychology |
| Course Number |
DEP 2004 |
| Credits |
4.0 |
The Developmental Psychology Course examines the ways the basic elements
of psychological development serve to either detract from or enhance personal
growth. Students gain a basic understanding of developmental theories and identify
ways that they impact personal growth. Current theory is combined with historical
theory in order to give the students the broadest possible framework with which to
enhance their understanding of developmental psychology. |
| English Composition I |
| Course Number |
ENC 1101 |
| Credits |
4.0 |
The English Composition I Course is designed to introduce students to
the writing process. Special at tention is given to selecting and refining topics,
identifying the audience, developing a purpose, and formulating thesis statements.
Grammatical conventions and their applications are heavily stressed. Students
will learn to compose mature, logical sentences, and paragraphs in order to create
rhetorical cohesion. |
| Finite Math |
| Course Number |
MGF 1040 |
| Credits |
4.0 |
The Finite Math Course provides a foundation of mathematical analysis
techniques used in the working world. Students will explore a collection of topics
including Probability Theory, Linear Programming, Matrices & Determinates, Logic,
and Number Theory. The topics explored will provide valuable experience with
organizing information and analytical thinking. Students will use the skills gained in
this course to successfully navigate future courses and projects that call on logical
and analytical assessments. |
| Fundamentals of Physics |
| Course Number |
PHY 1000 |
| Credits |
4.0 |
The Fundamentals of Physics Course examines real-world physics and
how those rules can be modeled in mathematical theories. Students will explore
the fundamentals of momentum and energy, force and motion, gravity, particles,
temperature, electricity, magnetism, and light. Students will use the learned
concepts to design mathematical models representing the physics environments.
The students will use this knowledge to communicate concisely the behavioral
characteristics of the natural phenomena. |
| Historical Archetypes and Mythology |
| Course Number |
GEN 251 |
| Credits |
4.0 |
The Historical Archetypes and Mythology Course explores how myths,
fairy tales, folklores, gods, heroes, and monsters link cultures together in today’s
entertainment marketplace. Mythology’s cross- cultural themes are frequently
represented in a variety of contemporary media, such as computer animation, video
games, game art, and movies. The intent of this class is to provide a foundation
for understanding the connections between culture, mythology, history, color
symbolism, and iconic archetypes relative to the development of various forms of
visual media and entertainment.
Students apply course concepts through assignments that demonstrate mastery
of archetypal character creation, preproduction planning, applying media
localization, and the ef fective use of cultural color symbolism. Additionally, class
discussions, activities, homework, and assignments will pertain to understanding
the contribution of a culture’s mythology relative to a culture’s ideas, beliefs,
entertainment, and destiny |
| Interpersonal Communications |
| Course Number |
SPC 2140 |
| Credits |
4.0 |
The Interpersonal Communications Course examines the nature of the
communication process, variables affecting the process, and the individuals
involved. Additionally, this course includes individual analysis of behavior processes
that may impede and/or enhance communication processes. Topics include
perception, nonverbal behavior, persuasive communication, identity management,
intercultural communication and computer mediated communication. This course
also enhances students’ ability to analyze and evaluate information. |
| Statistics |
| Course Number |
MGF 1340 |
| Credits |
4.0 |
The Statistics Course teaches students how to examine data, determine where
things are, and predict where things will go. By determining market trends and
behavioral trends, the student can leverage the data so that it connects directly with
an intended target. Students will examine the central tendency, variability, and skew
of data in ef fort to locate correlations and regressions and will use this information
to predict trends or see where problems could arise. |
| Historical Archetypes & Mythology |
| Course Number |
GEN 251 |
| Credits |
4.0 |
The Historical Archetypes and Mythology Course explores how myths, fairy tales, folklores, gods, heroes, and monsters link cultures together in today’s entertainment marketplace. Mythology’s cross- cultural themes are frequently represented in a variety of contemporary media, such as computer animation, video games, game art, and movies. The intent of this class is to provide a foundation for understanding the connections between culture, mythology, history, color symbolism, and iconic archetypes relative to the development of various forms of visual media and entertainment.
Students apply course concepts through assignments that demonstrate mastery of archetypal character creation, preproduction planning, applying media localization, and the effective use of cultural color symbolism. Additionally, class discussions, activities, homework, and assignments will pertain to understanding the contribution of a culture’s mythology relative to a culture’s ideas, beliefs, entertainment, and destiny. |
| Interpersonal Communication |
| Course Number |
SPC 2140 |
| Credits |
4.0 |
The Interpersonal Communications Course examines the nature of the communication process, variables affecting the process, and the individuals involved. Additionally, this course includes individual analysis of behavior processes that may impede and/or enhance communication processes. Topics include perception, nonverbal behavior, persuasive communication, identity management, intercultural communication and computer mediated communication. This course also enhances students’ ability to analyze and evaluate information. |
Program description: By focusing our training on the specific needs of the gaming industry, Full Sail’s
Game Art Bachelor of Science Degree
Program is designed to open the gaming
world to you, helping you develop the skills
to become part of a specialized group of
artists. These artists help to create the next
generation of video games, innovating in
visuals as well as in game play, and helping
to shape the future of one of the world’s
fastest-growing forms of entertainment.
Game Design Courses at Rasmussen College
Program Name:
Game and Simulation Production Bachelor Degree
| Human Geography |
| Course Number |
G146 |
| Credits |
4.0 |
A systematic or regional introduction to the
basic concepts of human geography, including
the causes and consequences of the uneven
distribution of human activity.
Prerequisite: none |
| Gender in Math and Science |
| Course Number |
G434 |
| Credits |
4.0 |
This course examines the personal and collective
educational experiences, career paths, and
discoveries of female researchers, teachers, and
practitioners in the fields of mathematics and
science.
Prerequisite: none |
| Social Problems |
| Course Number |
G365 |
| Credits |
4.0 |
This course is designed to acquaint students
with the causes, consequences and solutions
surrounding current social problems in the US.
Issues such as crime, poverty, prejudice and
discrimination, pollution and environmental
despoliation, drug abuse, mental illness and others
will be explored.
Prerequisite: Introduction to Sociology |
| Programming I |
| Course Number |
N137 |
| Credits |
4.0 |
This course is designed to teach the student C++
programming utilizing object oriented terminology.
C++ expressions, decisions, and loops within
the C++ realm are explored and practiced. This
first course in a two course sequence ends with
an analysis of functions and classes and how
these elements are used in different programming
projects.
Prerequisite: none |
| Game Preproduction |
| Course Number |
N138 |
| Credits |
4.0 |
This course has been designed to teach you the
fundamental philosophies of game design and
apply them in a hands-on manner using a stepby-
step process that develops problem solving
strategies. The techniques taught in this course
exist to provide the practical resources needed to
build a firm understanding of game development
from a production standpoint. In addition, the
information this course provides is a grounded
study for any real life application where inspiration
must combine with practical knowledge and
application to create a marketable product.
Prerequisite: none |
| Game Design Theory I |
| Course Number |
N139 |
| Credits |
4.0 |
The goal of this course is to study the design
process for digital games as it pertains to
social and structural issues within games and
gameplaying behavior. The course covers many
topics, including social and cultural elements of
games, games as a global commodity, games as
instigators for technical innovation, and emerging
gaming areas such as mobile games.
Prerequisite: none |
| Math for Game and Simulation Production I |
| Course Number |
N180 |
| Credits |
4.0 |
This course has been designed to teach concepts
in linear algebra. The course covers linear
equations and matrices, and how these can be
applied in various situations. In addition, topics will
include determinants, vectors in the plane, and
how to calculate cross determinants.
Prerequisite: College Algebra |
| Data Structures |
| Course Number |
N206 |
| Credits |
4.0 |
This course is designed to be an introduction
to data structures using C++. Topics to be
covered include lists, stacks, and queues. In
addition, additional time is spent on templates and
algorithmic analysis as it relates to recursion.
Prerequisite: Programming I |
| Programming II |
| Course Number |
N207 |
| Credits |
4.0 |
This course is a continuation of Programming I.
Topics that will be covered in this course include
design analysis, inheritance, and the use of
templates in programming. Input/output issues
are discussed, along with advanced topics in C++
programming and a brief look at how C++ can
start to be utilized in game programs.
Prerequisite: Programming I |
| Console Development |
| Course Number |
N266 |
| Credits |
4.0 |
One aspect of creating games is determining
how they will work with different consoles from
various manufacturers. This course guides the
student through the various parts of a console
that will have an impact on the game (memory,
processing, storage, and debugging to name a
few). This systematic approach will allow the game
programmer to determine what modifications and
changes need to be made as games become part
of the game libraries for different vendors.
Prerequisite: Programming II |
| Applied Game and Simulation Theory |
| Course Number |
N276 |
| Credits |
4.0 |
This course addresses the dissection and
application of interfaces for video games and
simulations in regards to the fundamentals of
design. Studies include a range of simulation
styles including: basic manual simulation, real time
monitoring (graphic displays during simulation);
and state-of-the-art object-oriented software that
includes two and three dimensional animation.
Students are expected to create many small
simulations relevant to their environment and
to create at least one major simulation for final
assessment purposes.
Prerequisite: Platform Design and
Human-Computer Interaction |
| Graphics Development with DirectX |
| Course Number |
N280 |
| Credits |
4.0 |
During this course the fundamentals of DirectX are
examined and backed up by a solid foundation in
software engineering practices. The student will
gain a professional game developer understanding
of how DirectX (the most current version)
works. The student will also be able to deliver a
programming knowledge of DirectX and will have
a practical, Software Engineering approach to
creating software.
Prerequisite: none |
| Game Design Theory II |
| Course Number |
N281 |
| Credits |
4.0 |
During this course we will explore the more
advanced aspects of gaming and the history and
cultural impact of interactive simulations and video
games. As an advanced theory course discussions
will cover researching the cultural, business,
and technical perspectives involved with game
and simulation production. Insights into design,
production, marketing, and sociocultural impacts
of interactive entertainment and communication
will also be considered.
Prerequisite: Game Design Theory I |
| Game and Simulation Marketing |
| Course Number |
N285 |
| Credits |
4.0 |
This course examines the combination of art,
science, commerce and culture and its effects on
shaping the production, marketing, distribution,
and consumption of contemporary media. It
combines perspectives on media industries
and systems with an awareness of the creative
process, the audience, and trends shaping
content. The focus of this course is on the rapidly
growing segment of entertainment media known
as computer gaming.
Prerequisite: none |
| Math for Game and Simulation Production II |
| Course Number |
N286 |
| Credits |
4.0 |
This course builds on topics introduced in Math
for Game and Simulation Production I. These
topics include graphing and solving equations;
polynomial, rational, logarithmic, and exponential
functions; analytic geometry; and determining
equations from the shape of a graph.
Prerequisite: Math for Game and Simulation
Production I |
| Fundamentals of Programming |
| Course Number |
W114 |
| Credits |
3.0 |
This course is an introduction to computer
concepts, logic, and programming. It includes
designing, coding, debugging, testing, and
documenting programs using a high-level
programming language. The course provides the
beginning programmer with a guide to developing
structured program logic.
Prerequisite: none |
| Graphics Development with OpenGL |
| Course Number |
N302 |
| Credits |
4.0 |
The goal of the course is to teach fundamental
principles of computer graphic algorithms in
relation to video game and simulations. The focus
is on graphics methods used to render realistic
images of scenes applied to the OpenGL system.
Much of this involves solutions to problems such
as how we represent 3D models, describe their
position and motion in 3D, project them into 2D
images, and render these 2D projections with
pixels. We will also consider photometric problems,
such as how we represent light, model the way
objects reflect light, and the path that light takes as
it refracts through the scene.
Prerequisite: none |
| Game and Simulation Lighting Techniques |
| Course Number |
N311 |
| Credits |
4.0 |
This course provides an introduction to 3D
programming, with an emphasis on using realtime
shaders with DirectX 9.0. The fundamentals
of DirectX 9 is covered along with how to do the
shader programming to achieve more realistic
“looks” in games. 3D lighting, texturing, alpha
blending, and stenciling are covered in detail in
this course.
Prerequisites: 3D Content Creation, Graphics
Development with DirectX |
| 3D Content Creation |
| Course Number |
N321 |
| Credits |
4.0 |
During this course, students will learn about the
primary industry software tools used in the creation
of 3D objects and textures. Students will work with
industry standard 3D applications in order to create
and manipulate two-dimensional texture mapping
and three-dimensional models for video game
production. Through the use of this software and
programming experience a student will be able
to bridge the gap between the programming and
designer cohorts.
Prerequisite: Game Preproduction |
| Practical Game Development |
| Course Number |
N346 |
| Credits |
4.0 |
This course approaches the study of computer
games from different viewpoints. First is an
example of media that can be analyzed and
critiqued for their thematic elements, formal
structure, plot and interactive appreciation. The
next step is a study of complex software subjects
to technology constraints and the product of a
professional design and implementation process.
The last is a study of behaviors and associations
comparable to other popular art forms. Students
will study the principles of game design and
use them both to analyze existing games and to
develop their own original game ideas.
Prerequisite: Game Design Theory II |
| Game Planning and Development Strategies |
| Course Number |
N355 |
| Credits |
4.0 |
This course is designed to introduce students
to the production, managerial and business
issues of digital games. Students will learn how
to manage a game production project including
pipeline assignment, projected release dates and
distribution of work load. They will also decide how
to effectively plan and execute a game production
cycle. Students will begin the writing of game
development documents, game production teams,
game development tools and techniques; play
testing and the game publication process.
Prerequisite: Game and Simulation Marketing |
| The Physics of Gaming |
| Course Number |
N365 |
| Credits |
4.0 |
This course has been designed to teach the
foundations of physics. In order to accurately
depict events in a “game environment”, the
game/simulation programmer must understand
the underlying physics principles that determine
resultant actions in the physical world and
have those principles conveyed in the “game
world.” Among the topics that will be covered in
this course include Newton’s Laws of Motion,
kinematics, and the conservation of momentum
in physical systems. Where appropriate some
hands-on activities will be done to help illustrate
important principles for the students.
Prerequisite: Math for Game and Simulation
Production II |
| Artificial Intelligence |
| Course Number |
N401 |
| Credits |
4.0 |
60 hours, 4 credits
This course provides the foundation for
incorporating artificial intelligence (AI) into games.
The C++ programming language is used to
provide the framework for creating intelligent
agents for games. Students will step through the
design and programming aspects of creating AI
for various games. Various topics including state
driven agents and steering behaviors are covered
which help provide the AI basis for many games.
Prerequisite: Programming II |
| Software Engineering for Game and Simulation Production |
| Course Number |
N421 |
| Credits |
4.0 |
In order to create games or simulations an
effective approach needs to be taken to the design
and overall strategy of creating these products.
Development strategies, risk analysis, and process
improvement are some the big topics that will be
tackled in this class. In addition, this course will
delve into how to conduct testing on new games
and simulations and the purpose and method for
producing documentation that can be used in the
overall development cycle.
Prerequisite: Programming II |
| Multiplayer Game Programming |
| Course Number |
N431 |
| Credits |
4.0 |
The trend in games is to have many people
simultaneously playing a game utilizing the
Internet or some other network. Topics included
in this course include scripting, server cluster
architecture, data transfer, and how to prevent
cheating in MMOG situations.
Prerequisite: Programming II |
| Game Assets |
| Course Number |
N450 |
| Credits |
4.0 |
This course focuses on the development of
visual elements and programming used in the
development of a video game. It covers areas such
as performance tuning, debugging, designing for
test, pipeline management and distribution, study
of software architecture design between platforms,
object oriented practices for game play, asset
management and coding best practices. It also
covers areas like cross-platform porting and multilingual
techniques.
Prerequisite: Programming II |
| Game Audio Assets |
| Course Number |
N455 |
| Credits |
4.0 |
60 hours, 4 credits
In this course, we will cover the fundamentals of
audio programming for games. Topics covered
include basics such as audio formats and common
hardware configurations and loading sounds in
ADPCM format. Students will explore play back
“one shot” and looping sounds; and stream audio
from an external device. They will then use these
building blocks to write a low-level sound engine
that will be implemented into a game engine.
Prerequisite: Programming II |
| Applications of Physics for Game and Simulation Production |
| Course Number |
N460 |
| Credits |
4.0 |
An important aspect in a game or simulation is to
be able to render what is happening in the game
in realistic terms based on standard real physics
principles. This course is designed to allow the
game or simulation programmer to be able to
translate the ideas and sequences of a game into
realistic actions. Key components in this class will
be the opportunity for students to develop tools,
demos, and working games that utilize and follow
real physics.
Prerequisites: Programming II, The Physics of
Gaming |
| Industrial Simulation Project |
| Course Number |
N465 |
| Credits |
4.0 |
This course is designed around a final project in
Industrial Simulation. We will focus on design and
research issues pertinent to design exploration
and presentation through simulations. Throughout
the course we will explore concepts in modeling,
simulation, and design common to many domains,
and investigate specific applications from a variety
of fields ranging from weather to ecology to traffic
management and architectural interactivity.
Prerequisites: Graphics Development with Open
GL, Game and Simulation Lighting Techniques |
| Video Game Production Project |
| Course Number |
N470 |
| Credits |
4.0 |
This course will provide an understanding of
advanced techniques for electronic game design
and programming. Topics will include techniques
in graphics game engines, motion generation,
behavioral control for autonomous characters,
interaction structure, and social and interface
issues of multi-user play. Students will culminate
these skills into a final project that will demonstrate
their understanding of proper game creation
techniques.
Prerequisites: Graphics Development with DirectX,
Graphics Development with OpenGL, Applications
of Physics in Game and Simulation Production |
| English Composition |
| Course Number |
G124 |
| Credits |
4.0 |
This course is intended to help students
develop their ability to write and express ideas
in an organized, unified, coherent manner that
reflects an appropriate awareness of purpose
and audience. Through writing, reading, and
discussion, students will learn to synthesize their
thoughts as they communicate more effectively.
Course concepts are applied to essays, research
projects, and specialized writing. Regular writing
and revision will improve students’ grammar,
punctuation and usage skills.
Prerequisite: Passing grade in Foundations of
English II or placement determined by STEP
assessment score. |
| Introduction to Communication |
| Course Number |
G141 |
| Credits |
4.0 |
The course will introduce students to basic
models and theories of the communication
process. Students will learn about a variety
of elements involved in communication. They
will also explore how factors such as race,
ethnicity, age, socioeconomic status, and gender
influence communication. Students will focus
on developing an awareness of the effects of
various types of communication on themselves
and others. They will also develop practical
skills for improving their ability to communicate
in personal, social and professional contexts.
Specific topics will include perception, selfconcept,
verbal and non-verbal communication,
effective listening and communicating in culturally
diverse settings.
Prerequisite: none |
| Film Appreciation |
| Course Number |
G145 |
| Credits |
4.0 |
| Conversational Spanish |
| Course Number |
G238 |
| Credits |
4.0 |
| College Algebra |
| Course Number |
G233 |
| Credits |
4.0 |
40 hours, 4 credits
This course provides students with the skills to
achieve mastery of algebraic terminology and
applications including, but not limited to, real
number operations, variables, polynomials, integer
exponents, graphs, factoring, quadratic equations,
and word problems.
Prerequisite: Passing grade in Foundations of Math
or placement determined by STEP assessment
score. |
| Structure and Function of the Human Body |
| Course Number |
G150 |
| Credits |
4.0 |
This course provides a working knowledge of
the structure and function of the human body.
A general introduction to cells and tissues
is followed by study of the anatomy and
physiology of the skeletal and muscular systems.
The student is introduced to the nervous,
cardiovascular, respiratory, digestive, urinary,
reproductive, and endocrine systems.
Prerequisite: none |
| General Psychology |
| Course Number |
G148 |
| Credits |
4.0 |
A survey of the study of human and animal
behavior with emphasis on the scientific nature of
contemporary psychological investigation. Topics
may include the biology of behavior, sensation
and perception, learning, memory, cognition,
motivation, emotion, life-span development of
behavior, personality, abnormal behavior and
its therapies, social behavior and individual
differences. |
| Foundations of English II |
| Course Number |
B098 |
| Credits |
4.0 |
This course emphasizes mastery of grammar
and punctuation usage, paragraph structure, and
strategy.
Prerequisite: Placement determined by placement
test score. |
| Foundations of Math |
| Course Number |
B099 |
| Credits |
4.0 |
This course is a study of the fundamentals of
mathematics in the following areas: addition,
subtraction, multiplication, division, fractions,
decimals, and percentages.
Prerequisite: Placement determined by placement
test score. |
| Computer Applications and Business Systems Concepts |
| Course Number |
D132 |
| Credits |
3.0 |
40 hours, 3 credits
This course teaches students basic to advanced
computer concepts and skills, including creating
and modifying Word documents, designing
databases, spreadsheet creation and analysis,
using the Internet and e-commerce tools, and
creating presentations with enhanced features
and web tools.
Prerequisite: none |
| Success Strategies |
| Course Number |
E150 |
| Credits |
4.0 |
This course will enable students to develop positive
skills that ensure success in the college setting
and workplace. Specific topics in learning and
study strategies will lead students to develop and
utilize appropriate study techniques, ensuring
academic success. Topics in life skills will lead to
a better understanding of self and others in our
diverse world, and encourage the development
and utilization of strategies to promote
positive relationships, self-management, and
professionalism. |
| Career Development |
| Course Number |
E242 |
| Credits |
2.0 |
The course is designed to study the personal and
professional characteristics necessary for obtaining
and maintaining suitable employment. The student
will assemble a complete job-seeking portfolio
including his/her resume and references, letters
of application and appreciation, documentation of
work and educational history, and demonstration
of skills through examples of student work.
The course includes an in-depth study of selfmarketing
approaches, job interviewing techniques
and professionalism as well as participation in a
mock interview.
Prerequisite: none |
Program description: Video games have evolved since the original Pong, continually changing and becoming more innovative and entertaining every day. After you earn your Online Game and Simulation Production Bachelor's Degree, you will be prepared to be a part of that evolution and work to make games better.
No matter which aspect of gaming you decide to tackle, you will have confidence in the skills you have earned from your Online Game Design degree coursework.
In the Online Game and Simulation program, you will understand and be able to apply the technical concepts and knowledge needed to develop games and simulation projects from concept to finished product. This Online Bachelor's degree will enhance your critical thinking and reasoning abilities, information literacy, and communication skills. The knowledge you gain will enable you to begin a career in the game and simulation production industry.
Game Design Courses at DeVry University
Program Name:
Bachelor's in Game and Simulation Programming
| Professional Writing |
| Course Number |
ENGL-227 |
| Credits |
4.0 |
This course extends composition principles to writing in a career
context. Through a process-oriented approach, students learn
to create effective reports and correspondence. Major emphasis
is given to the principles of professional writing in common
applications. Studies include electronic communication and oral
reporting. Students may also learn to create web pages for communication
purposes. Prerequisite: ENGL-112 |
| Studies in Literature |
| Course Number |
HUMN-421 |
| Credits |
3.0 |
This course introduces literature in social, historical and cultural
contexts. Through readings from various historical periods and
cultures, students learn genres, forms and elements of literature.
In discussions and assignments, they use analysis and critical
thinking to reveal the complexity and richness of language, the
diversity and commonality of human experience and the ethical
dimensions of literary works. Literature’s relevance to society
and culture emerges from its connections to nonliterary texts.
Prerequisite: ENGL-135 |
| Post-1945 History |
| Course Number |
HUMN-412 |
| Credits |
3.0 |
This course explores major political and historical trends worldwide,
from conditions leading to World War II to the present.
Major themes include the Cold War, the demise of European
colonialism, the struggle for independence and stability in the
Third World, the economic emergence of the Pacific Rim, the
collapse of the Soviet empire and the impact of technological
development. Prerequisite: ENGL-135 |
| Social Movements |
| Course Number |
POLI-410 |
| Credits |
3.0 |
This course examines how political drama changes when new
players enter the political arena. Through case studies of several
modern social movements such as temperance, populism, civil
rights, feminism, environmentalism, fundamentalism and nationalism,
this course examines causes of movements as well as
their tactics, obstacles and successes. Students gain a clearer
understanding of the prospects, methods and limits of social
change from below. |
| Math Programming for Games |
| Course Number |
GSP-221 |
| Credits |
4.0 |
This Course Introduces 2d Geometry And The Application Of Linear Algebra As Used In Video Games And Interactive Simulation Design. Students Learn Mathematical Principles Such As Parametric And Implicit Linear Equations, The Derivative And Integral, Implementation And Application Of Linear Algebra Using A Vector Class, And Collision Detection Between A Particle/ball And Straight Boundaries. Prerequisites: Gsp-125 And Phys-216 |
| Programming Game Physics |
| Course Number |
GSP-321 |
| Credits |
4.0 |
This course covers 3D geometry, math and physics as applied
to video games and interactive simulation design. Topics include
2D and 3D transformations, matrix representation of transformations,
matrix-matrix and matrix-vector multiplication, perspective
projection, rotational physics and calculation of mass properties.
Prerequisite: PHYS-216 |
| Discrete Mathematics |
| Course Number |
MATH-233 |
| Credits |
3.0 |
This Course Introduces Discrete Mathematics As Applied To Game And Simulation Programming Problems. Topics Include Logic, Sets, Boolean Algebra, Data Representation, Counting, Probability, Randomness, Algorithm Efficiency, Recursion, Recurrence Relations, Markov Chains, Graphs And Trees. Mathematical Reasoning Is Emphasized Throughout. Computer Software Is Used In Problem Modeling And Solutions. Prerequisites: Gsp-125 And Math-190 |
| Introduction to Game and Simulation Programming |
| Course Number |
GSP-111 |
| Credits |
4.0 |
This course provides a broad overview of the game industry,
as well as of the game development and design process. An
introduction to programming logic and design is also included.
Prerequisite: Admission to the GSP program |
| Practical Game Design with Lab |
| Course Number |
GSP-240 |
| Credits |
5.0 |
This course focuses on basic elements used to systematically
transform a designer’s vision into a working game or simulation.
Topics include spatial and task design; design integration;
control schemes; game balancing; game play mechanics and
player interaction; tuning; and types and methods of testing
and analysis. Prerequisite: GSP-111 |
| Introduction to Computer Graphics Modeling and Programming with Lab |
| Course Number |
GSP-261 |
| Credits |
5.0 |
This Course Introduces Principles Of 3d Computer Graphics Modeling From The Perspectives Of The Technical Modeler And The Programmer Responsible For Creating 3d Environments For Games And Simulations. Students Explore Methods For 3d Modeling, Environmental Programming And Model Interaction. Prerequisites: Gsp-125 And Gsp-240 |
| Simulation Design and Programming with Lab |
| Course Number |
GSP-281 |
| Credits |
5.0 |
This course explores mathematical theories, models and principles
fundamental to design and development of computer simulations
for study and interpretation of real phenomena; for learning and
evaluation tools; and for instructional simulations and in-game
simulation event development. Prerequisite: GSP-295 |
| Modification and Level Design with Lab |
| Course Number |
GSP-340 |
| Credits |
5.0 |
This Course Introduces Tools And Concepts Used To Create Levels For Games, Including Level Design, Architecture Theory, Critical Path And Flow, Game Balancing, Play-testing And Storytelling. Working As A Team, Students Create An Original Modification (mod) Based On A Current Game Engine, Creating Original Levels, Characters And Content For Real-time Multi-player And First-person Games. Prerequisite: Gsp-261 |
| Software Engineering for Game Programming with Lab |
| Course Number |
GSP-410 |
| Credits |
5.0 |
This course introduces principles and methodologies of software
engineering for game and simulation software development.
Processes and tools covered ensure that software products are
developed to meet requirements, are tested for reliability, can
be effectively maintained, and are delivered on time and within
budget. An iterative and incremental development process is
introduced as a team approach across the software development
life cycle. Prerequisite: GSP-362 |
| Introduction to Programming in C++ with Lab |
| Course Number |
GSP-115 |
| Credits |
4.0 |
This Course Introduces Basics Of Designing And Coding Programs – Including Use Of An Integrated Development Environment (ide) – Language Syntax, As Well As Debugger Tools And Techniques. Students Learn To Develop Programs That Manipulate Simple Data Structures, Such As Arrays, As Well As Different Types Of Files. Prerequisite: Gsp-111 |
| Computer Systems for Programmers with Lab |
| Course Number |
GSP-215 |
| Credits |
5.0 |
This course covers hardware and software aspects of computer
systems – knowledge of which is essential for designing highperforming
game engines – that affect game software performance.
Prerequisite: GSP-125 |
| Data Structures with Lab |
| Course Number |
GSP-295 |
| Credits |
5.0 |
This course examines abstract data structures – including linked
lists, stacks, queues, tables, trees and graphs – their uses and
programming algorithms required to implement them. Prerequisite:
GSP-125 |
| Artificial Intelligence for Games and Simulations with Lab |
| Course Number |
GSP-315 |
| Credits |
5.0 |
This course covers artificial intelligence methods and techniques
related to game and simulation programming. Topics explored
include autonomous movement, path finding, decision-making,
genre considerations and learning with dynamic programming.
Prerequisite: GSP-295 |
| Computer Graphics Programming I with Lab |
| Course Number |
GSP-381 |
| Credits |
5.0 |
This course introduces computer graphics programming.
Topics include 2D and 3D rendering, 3D animation, and
programming for sound and input/output devices. Prerequisite:
GSP-321 |
| Computer Graphics Programming II with Lab |
| Course Number |
GSP-390 |
| Credits |
5.0 |
Building On The Foundation Established In Gsp-381, Students Explore Scene Management, Terrains, Particle Effects And Advanced Techniques In Programming Computer Graphics. Prerequisite: Gsp-381 |
| Game Engine Design and Integration with Lab |
| Course Number |
GSP-420 |
| Credits |
5.0 |
This course introduces the logic and function of game engines,
as well as the software core of computer games. Addressed are
systems (graphics, input, sound and clock); virtual consoles;
3D graphics renderers; game engine function interfaces; and
tools and data as aspects of game engines that facilitate reuse
of assets such as graphics, characters, animated machines
and levels. Prerequisite: GSP-410 |
| Multiplayer Online Game Programming with Lab |
| Course Number |
GSP-470 |
| Credits |
5.0 |
This course introduces player behavior and programming topics
unique to online multiplayer game environments for role play,
casual and virtual world games. Topics include synchronous
and asynchronous game design, player interaction, network performance
and game system management. Prerequisite: Senior
status |
| Applied Development Project I |
| Course Number |
GSP-361 |
| Credits |
4.0 |
Students in this course work individually to apply knowledge
and mastered skills to develop small game or simulation
programs, or modifications to game or simulation programs.
Prerequisite: GSP-315 |
| Applied Development Project II |
| Course Number |
GSP-362 |
| Credits |
4.0 |
Students in this course work as team members to apply
knowledge and mastered skills to design and develop
small game or simulation programs, or modifications to
game or simulation programs. Prerequisite: GSP-361 |
| Senior Project I |
| Course Number |
GSP-494 |
| Credits |
2.0 |
Students in this course apply knowledge and mastered skills to
develop at least one complete level of a 3D game or simulation.
This course must be taken at DeVry. Prerequisite: GSP-420 |
| Senior Project II |
| Course Number |
GSP-497 |
| Credits |
2.0 |
In This Course, A Continuation Of Gsp-494, Students Further Apply Knowledge And Mastered Skills To Develop At Least One Complete Level Of A 3d Game Or Simulation. This Course Must Be Taken At Devry. Prerequisite: Gsp-494 |
| Composition |
| Course Number |
ENGL-112 |
| Credits |
4.0 |
This course develops writing skills through analysis of essays,
articles and other written works that are used as models for
writing practice and development. Writing assignments stress
process approaches, development, organization, revision and
audience awareness. Students use word processing and webbased
tools to develop written work. Eligibility to enroll in the
course is based on placement results or successful completion
of ENGL-092. / 4-4 |
| Advanced Composition |
| Course Number |
ENGL-135 |
| Credits |
4.0 |
This course builds on the conventions and techniques of composition
through critical reading requirements and longer, more
sophisticated reports, including a documented library research
paper. Assignments require revising and editing for an intended
audience. Students are also taught search strategies for accessing
a variety of print and electronic resources. Prerequisite:
ENGL-112 / 4-4 |
| Interpersonal Communication |
| Course Number |
SPCH-277 |
| Credits |
4.0 |
This course explores ways in which people interact verbally
and nonverbally, and teaches basic principles of interpersonal
communication including perception, self-concept, persuasive
communication, nonverbal communication, semantics, roles and
norms, and communication barriers. Activities include participation
in groups, pairs and interactive communication situations.
Prerequisite: ENGL-112 |
| Technology, Society, and Culture |
| Course Number |
HUMN-432 |
| Credits |
3.0 |
In this capstone course, the relationship between society and
technology is investigated through reading, reflection, research
and reports. The course identifies conditions that have promoted
technological development and assesses the social, political,
environmental, cultural and economic effects of current technology.
Issues of control and ethical considerations in the use of
technology are primary. Discussion and oral and written reports
draw together students’ prior learning in specialty and general
education courses. This course must be taken at DeVry. Prerequisites:
Senior status, and successful completion of all General Education
requirements except courses with the prefix CARD |
| Cross-Cultural Communications |
| Course Number |
SOCS-187 |
| Credits |
3.0 |
This course promotes cultural sensitivity through readings,
discussions, research and informal forums with guest speakers
of other cultures. Students learn the importance of effective
communication among diverse ethnic groups and gain knowledge
of principles that govern social interactions in a multicultural
milieu. / 3-3 |
| Social Psychology |
| Course Number |
PSYC-315 |
| Credits |
3.0 |
Students In This Course Explore Ways In Which Individuals Think About, Influence, Are Influenced By And Otherwise Relate To People. Individual Behavior In The Context Of Social Groups And Forces Is Emphasized. Coursework Provides A Basis For Scientifically Addressing Key Issues Of This Field. Prerequisite: Psyc-110, Socs-185, Socs-187 Or Socs-190 |
| Career Development |
| Course Number |
CARD-205 |
| Credits |
5.0 |
Career planning strategies and resources are explored to prepare
students for a successful job search and to maximize potential
for advancement and long-term professional growth. Students
perform self-assessment and goal-setting activities, and apply
research and evaluation skills to execute job search and career
advancement strategies. Each student assembles a professional
portfolio highlighting achievements, goals and concrete plans.
This course must be taken at DeVry. Prerequisite: Upper-term
status / 2-2 |
| Critical Thinking and Problem-Solving |
| Course Number |
COLL-148 |
| Credits |
5.0 |
This course focuses on identifying and articulating skills needed
for academic and professional success. Coursework provides
instruction and practice in critical thinking and problem-solving
through analysis of critical reading and reasoning, as well as
through examination of problem-solving methodologies. Students
learn to work in teams, to identify and resolve problems, and to
use research effectively to gather and evaluate relevant and useful
information. / 3-3 |
| Pre-Calculus |
| Course Number |
MATH-190 |
| Credits |
4.0 |
This Course Emphasizes Topics That Form The Foundation For Study Of Electronics, Engineering Technology, Game And Simulation Programming, And Calculus. Topics Include Analyzing And Graphing Quadratic, Polynomial, Rational, Exponential,logarithmic And Trigonometric Functions; And Developing Complex Solutions To Problems In Rectangular, Trigonometric And Euler Form. Students Use Computer Software And Technology To Assist In Problem Solving And Analysis. Eligibility To Enroll In The Course Is Based On Placement Results, Or Successful Completion Of Math-104 Or Math-114. / 4-4 |
| Physics with Lab |
| Course Number |
PHYS-216 |
| Credits |
4.0 |
This Course Examines Fundamental Principles Of Mechanics, Thermodynamics, Optics, And Electricity And Magnetism, As Well As Aspects Of Modern Physics. Lab Activities Complement Classroom Discussion And Include Experiments That Concisely Illustrate Main Theoretical Topics Presented. Prerequisite: Math-102, Math-114 Or Math-190 / 5-4 |
| Project Management |
| Course Number |
MGMT-404 |
| Credits |
4.0 |
This Course Enhances Students’ Ability To Function In A Project Leadership Role. While Exploring The Project Life Cycle, They Gain Experience In Budget And Timeline Management. Project Management Software Is Used To Design Project Schedules Using Methods Such As Bar Charts, Program Evaluation Review Technique (pert) And Critical Path Method (cpm) To Produce Project Plans To Apply To The Solution Of Case Studies. Prerequisites: Math-221 Or Math-233, And Upper-term Status |
Program description: DeVry University's bachelor's degree program in Game and Simulation Programming (GSP) prepares graduates to make an impact in the private and public video game and simulation software industry. Master the coding languages, visual design principles, and software methods used in the development of video games, crime scene reconstruction, corporate training software, and more. DeVry University partners with industry-leading companies like Vivendi/Universal to offer students experiential learning opportunities and networking contacts to potential employers around the world. With the gaming industry charting revenues in excess of $21 billion1, and the U.S. Army alone investing millions in simulation training, exciting new jobs in gaming and simulation programming are created every day.
Your Game and Simulation Programming degree from DeVry University will prepare you for success. Watch two of our students describe their own DeVry University success story.