Online Game Courses at Accredited Schools

Post University, the school below with the highest overall ranking, is effective at equipping students via its game courses to be successful game developers, game designers, video game designers, video game developers, etc. and connect them to future employers. According to the US Bureau of Labor Statistics, at present there are 3,390 people employed as gaming managers alone in the US, and their average annual salary is $74,030.

Game Organizations Game Common Job Tasks
  • creating the visual aspects of the game at the concept stage
  • solving complex technical problems that occur within the game production
  • working closely with team members to meet the needs of a project
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Ranked by Excellence

Game 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 Courses at DeVry University

Program Name: B.S. in Game Design

Program description:

Game Courses at Baker College

Program Name: Bachelor of Computer Science - Game Software Development
Game Scripting
Course Number GSD 301
Credits 4.0

This program is designed to immerse students in the core knowledge of software engineering emphasizing animation and gaming development. This program will focus on leading programming technologies and will prepare students for entry level positions in the gaming industry. A comprehensive approach will carry students from modeling through animation and game programming, to the senior design project


C# Programming
Course Number GSD 311
Credits 4.0

This program is designed to immerse students in the core knowledge of software engineering emphasizing animation and gaming development. This program will focus on leading programming technologies and will prepare students for entry level positions in the gaming industry. A comprehensive approach will carry students from modeling through animation and game programming, to the senior design project


Game Console Design
Course Number GSD 321
Credits 4.0

This program is designed to immerse students in the core knowledge of software engineering emphasizing animation and gaming development. This program will focus on leading programming technologies and will prepare students for entry level positions in the gaming industry. A comprehensive approach will carry students from modeling through animation and game programming, to the senior design project


Application Security Practices
Course Number GSD 331
Credits 4.0

This program is designed to immerse students in the core knowledge of software engineering emphasizing animation and gaming development. This program will focus on leading programming technologies and will prepare students for entry level positions in the gaming industry. A comprehensive approach will carry students from modeling through animation and game programming, to the senior design project


Flash Game Development
Course Number GSD 341
Credits 4.0

This program is designed to immerse students in the core knowledge of software engineering emphasizing animation and gaming development. This program will focus on leading programming technologies and will prepare students for entry level positions in the gaming industry. A comprehensive approach will carry students from modeling through animation and game programming, to the senior design project


3-D Character Design
Course Number GSD 401
Credits 4.0

This program is designed to immerse students in the core knowledge of software engineering emphasizing animation and gaming development. This program will focus on leading programming technologies and will prepare students for entry level positions in the gaming industry. A comprehensive approach will carry students from modeling through animation and game programming, to the senior design project


3-D Character Animation
Course Number GSD 411
Credits 4.0

This program is designed to immerse students in the core knowledge of software engineering emphasizing animation and gaming development. This program will focus on leading programming technologies and will prepare students for entry level positions in the gaming industry. A comprehensive approach will carry students from modeling through animation and game programming, to the senior design project


Artificial Intelligence
Course Number GSD 421
Credits 4.0

This program is designed to immerse students in the core knowledge of software engineering emphasizing animation and gaming development. This program will focus on leading programming technologies and will prepare students for entry level positions in the gaming industry. A comprehensive approach will carry students from modeling through animation and game programming, to the senior design projectThis program is designed to immerse students in the core knowledge of software engineering emphasizing animation and gaming development. This program will focus on leading programming technologies and will prepare students for entry level positions in the gaming industry. A comprehensive approach will carry students from modeling through animation and game programming, to the senior design project


Game Programming I
Course Number GSD 431
Credits 4.0

This program is designed to immerse students in the core knowledge of software engineering emphasizing animation and gaming development. This program will focus on leading programming technologies and will prepare students for entry level positions in the gaming industry. A comprehensive approach will carry students from modeling through animation and game programming, to the senior design project


Game Programming II
Course Number GSD 432
Credits 4.0

This program is designed to immerse students in the core knowledge of software engineering emphasizing animation and gaming development. This program will focus on leading programming technologies and will prepare students for entry level positions in the gaming industry. A comprehensive approach will carry students from modeling through animation and game programming, to the senior design project


Senior Design Project in Game Software Development
Course Number GSD 499
Credits 4.0

This program is designed to immerse students in the core knowledge of software engineering emphasizing animation and gaming development. This program will focus on leading programming technologies and will prepare students for entry level positions in the gaming industry. A comprehensive approach will carry students from modeling through animation and game programming, to the senior design project


Internship
Course Number WRK 301
Credits 4.0

This program is designed to immerse students in the core knowledge of software engineering emphasizing animation and gaming development. This program will focus on leading programming technologies and will prepare students for entry level positions in the gaming industry. A comprehensive approach will carry students from modeling through animation and game programming, to the senior design project


Computer Operating Systems and Maintenance I
Course Number CIS 106B
Credits 4.0

Provides An Introduction To Computer Operating Systems And Maintenance Concepts. Students Will Study The Microsoft Windows Family Of Operating Systems And Will Receive A Brief Introduction To Linux. This Course Will Assist Students In Their Preparation For The Comptia A+ Essentials Exam. Prerequisite(s): Wpg 098 Or High School Typing/proficiency, Eng 098b Or Satisfies Developmental Reading Or Placement Exam, Inf 111 Or Inf 121 Or Net 101.


Systems Development Methods
Course Number CIS 251
Credits 4.0

Presents traditional methodologies of system analysis, design, and implementation along with recent developments in the field providing a total approach to information systems development. This course focuses on how to develop information systems in an engineered, disciplined manner utilizing real-world situations and applications. Prerequisite(s): One level of a programming language or Junior status.


Visual BASIC
Course Number CIS 310
Credits 4.0

Introduces Object-oriented Programming Design Using Visual Basic.net For Windows. Students Will Learn The Tools And Methods Used To Analyze Real-life Problems And Develop Programs That Address Those Problems. Basic Language Has Been A Long-standing Standard For Learning Programming. Visual Basic.net Builds On This Tradition Plus Introduces Students To The Powerful Tools Of Objectoriented Programming That Have Fast Become A Standard In Most Windows Programming Languages. Prerequisite(s): Cs 111.


Advanced Visual BASIC
Course Number CIS 311
Credits 4.0

Continues The Study Of Advanced Methods Of Writing Object-oriented/event- Driven (ooed) Applications Using Visual Basic. Net. Using Realistic Case Studies, Students Will Exhibit Their Ability To Write Code For Variables, Selection Structure, Repetition, Sequential Access Files, Dialog Boxes, Error Trapping, Viewing And Manipulating Databases, And Two-dimensional Arrays. Students Will Also Demonstrate Their Ability To Work With A Team To Design, Create, Test, Debug, Document, And Present An Advanced, Multi-form Visual Basic Application That Incorporates Concepts Learned In Cis310 And Cis311. Prerequisite(s): Cis 310.


Database Management Using SQL
Course Number CIS 331
Credits 4.0

Expands On The Concepts Learned In The Introductory Course In Database Creation By Introducing Students To Higher Levels Of Database Development And Computer Science Concepts. Students Learn Sql In Order To Study The Manipulation Of A Relational Database. This Course Also Includes A Survey Of Database Platforms. Prerequisite(s): Inf 114a Or Net 101.


Introduction to Programming
Course Number CS 111
Credits 4.0

Introduces Students To Programming Concepts Such As Logic And Flow Charting As Well As Some Basic Programming Techniques. Prerequisite(s): Any Inf Course Or Net 101. Corequisite(s): Mth 111.


C++ Programming
Course Number CS 217A
Credits 4.0

Introduces program design and development using C++ language. Uses Microsoft Visual C++ to provide students with experience working with the visual development tools. Students will demonstrate the ability to use C++ to design solutions to problems. Prerequisite(s): CS 111, MTH 112.


Object Oriented Programming With C++
Course Number CS 218A
Credits 4.0

Continues the development of C++ programming skills. Students will practice designing and developing C++ programs, modifying and debugging existing C++ programs, and developing complex object-oriented applications. Additional exposure to the Microsoft Visual development environment will also be gained.


Data Structures and Algorithms I
Course Number CS 321
Credits 4.0

Introduces concepts and techniques for the implementation of data structures and the design and analysis of computer algorithms. Topics include abstract data types and algorithm development using C++. Prerequisite(s): CS 218A, MTH 340.


Data Structures and Algorithms II
Course Number CS 322
Credits 4.0

Expands on the concepts begun in Data Structures and Algorithms I, including stacks, queues, trees, and binary trees as fundamental conceptual structures of data. Various physical implementations for each conceptual view are examined with emphasis on the concept of abstract data types. Algorithm development continues with coverage of methods solving recurrences, divide-and-conquer algorithms, dynamic programming, greedy algorithms, and graph algorithms. Prerequisite(s): CS 321.


Trigonometry
Course Number MTH 124
Credits 4.0

Includes trigonometric functions, their properties, solution of right and oblique triangles, radian measure, graphs, trigonometric equations, and applications. Prerequisite(s): C or better in MTH 112.


Discrete Mathematics
Course Number MTH 340
Credits 4.0

Focuses on the applications of discrete mathematics in computer science. This course includes set theory, propositional logic, relations, Boolean algebra, and minimization of equations. Prerequisite(s): MTH 124.


Project Management
Course Number PPM 301
Credits 4.0

Introduces students to the five processes of project management: initiating, planning, executing, controlling, and closing. Topics include an overview of the evolution of project management, tools and techniques, and the project life cycle. Students will gain experience with the basic techniques of project planning, scheduling, execution, and closure.


HTML Programming
Course Number WEB 111A
Credits 4.0

Teaches Students To Use The Hypertext Mark-up Language (html) To Create Web Pages And Sites. Topics Will Include: Web Page And Web Site Design; Common Html Programming Techniques; Proper And Effective Use Of Space, Color And Animation In Web Pages; And Emergent Technology In The Field.


Web Multi-Media
Course Number WEB 201
Credits 4.0

Introduces students to Web development tools for animation. Enables students to produce Web sites with interactive objects, graphics, and animation. Prerequisite(s): WEB 111A.


Professional Career Strategies
Course Number WRK 291B
Credits 1.0

Program description: This program is designed to immerse students in the core knowledge
of software engineering emphasizing animation and gaming development.
This program will focus on leading programming technologies
and will prepare students for entry level positions in the gaming
industry. A comprehensive approach will carry students from modeling
through animation and game programming, to the senior
design project.

Game Courses at Westwood College

Program Name: Bachelor of Science in Graphic Design: Major in 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.


Intermediate 3D
Course Number GD360
Credits 6.0

6.5 Credit Hours/30 Lecture Hours/70 Lab Hours Prerequisite(s): Gd260 This Course Expands Upon Modeling And Texturing Skills And Concepts In A 3d Application. Topics Include Poly-modeling, Nurbs/spline Modeling, Sub-division Surfaces, Texture Mapping, Lighting, And Rendering. Upon Successful Completion Of This Course, Students Will Be Able To Model, Texture, Light And Render A Complex 3d Object Or Environment.


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.

Game Courses at Full Sail University

Program Name: Game Art Bachelors - Online
Advanced Game Characters
Course Number CGG 442
Credits 4.0
More Info http://online.fullsail.edu/degrees/game-art-bachelors/courses/advanced-game-characters-CGG%20442

The Advanced Game Characters Course concentrates on the creation of a gaming character from top to bot tom. Students create character mesh and textures, and use animation techniques to test characters for ef ficiency within game and resource limitations. The course helps students to understand the constraints of geometry and textures in a game engine.


Game Animation
Course Number CGG 333
Credits 4.0
More Info http://online.fullsail.edu/degrees/game-art-bachelors/courses/game-animation-CGG%20333

The Game Animation Course provides students with their first opportunity to produce animated sequences and cycles for game play. Students develop an overall understanding of animation as it applies to the game industry with a focus on game engine constraints and requirements. Students in this course pay special at tention to character anatomy, rigging constraints, and reusability within all aspects of a game.


Game Asset Review
Course Number CGG 390
Credits 3.0
More Info http://online.fullsail.edu/degrees/game-art-bachelors/courses/game-asset-review-CGG%20390

The Game Asset Review Course helps students review and continue advancing their overall knowledge of game art asset development. Students use their artistic skills and technical knowledge to demonstrate artistic strength in a defined area of specialization. Assets created for use in the students demo reels are evaluated by staf f art directors while students’ continue to generate new content.


Game Cinematic Assets
Course Number CGG 400
Credits 3.0
More Info http://online.fullsail.edu/degrees/game-art-bachelors/courses/game-cinematic-assets-CGG%20400

The Game Cinematic Asset Course concentrates on the planning and creation of high-resolution visual assets demonstrating artistic strength and direction. Students will create detailed characters, environments, or animations based on areas of interest with guidance from staf f. Through regular critiques and review the students will produce a final quality high-end asset required for the demo reel.


Game Production
Course Number CGG 381
Credits 3.0
More Info http://online.fullsail.edu/degrees/game-art-bachelors/courses/game-production-CGG%20381

The Game Production Course continues to expand students’ knowledge, utilizing tools and concepts learned in the completion of a game production. The course builds on all the Game Art foundation courses that precede it, and parallels industry production workflow while concentrating on the aspects of character and environment creation, texture and lighting ef fects, and animation.


Level Assembly and Lighting
Course Number CGG 452
Credits 4.0
More Info http://online.fullsail.edu/degrees/game-art-bachelors/courses/level-assembly-and-lighting-CGG%20482

The Level Assembly and Lighting Course continues to expand students’ understanding of game requirements with a focus on constructing a playable level. As a team, students design, build, texture, light, and add ef fects for a level. Successful completion of this course provides students with the necessary knowledge to develop content for game environments.


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.


Texture Painting and Sculpting
Course Number CGG 432
Credits 3.0
More Info http://online.fullsail.edu/degrees/game-art-bachelors/courses/texture-painting-and-sculpting-CGG%20432

The Texture Painting and Sculpting Course teaches students advanced techniques in texturing, shading, lighting, and animated visual ef fects for games. The course will pay special at tention to ensuring that the textures and ef fects are reusable and ef ficient as they share resources with all aspects of the game.


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.


Ethics and Psychology
Course Number PPE 2110
Credits 4.0
More Info http://online.fullsail.edu/degrees/game-art-bachelors/courses/ethics-and-psychology-PPE%202110

The Ethics and Psychology Course provides a strong psychological theory base to the process of character development within the context of storytelling. The foundation of sound psychological theory provides the students with the capability of creating films or games that present characters that have distinct personalities, interesting backstories, and relevant roles within the context of the film or game.


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.


Geometry and Measurement
Course Number MTG 1205
Credits 4.0
More Info http://online.fullsail.edu/degrees/game-art-bachelors/courses/geometry-and-measurement-MTG%201205

The Geometry and Measurement Course teaches students a wide spectrum of geometric concepts that are designed to build upon the math learned in earlier coursework. The curriculum will emphasize Euclidean geometry and its relationship to logic, trigonometry, and coordinate geometry. The measurements, constructions, graphs, and problems involve angles, triangles, polygons, areas and volumes. Geometry and trigonometric skills are developed exploring problem-solving through the logic calculations.


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


Public Speaking
Course Number SPC 1606
Credits 4.0
More Info http://online.fullsail.edu/degrees/game-art-bachelors/courses/public-speaking-SPC%201606

The Public Speaking Course is designed to train students in understanding and implementing oral communication skills. Learning is centered on student participation in a variety of speaking/listening situations, which are designed to increase the understanding of the interpersonal nature of all speech communication. Students study and participate in the creation and delivery of at least three types of speeches. Target-audience identification, surveys, body language, effective speaking techniques, and pre-speech planning are investigated and used to create speeches.


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.


2D Animation
Course Number CGA 221
Credits 4.0
More Info http://online.fullsail.edu/degrees/game-art-bachelors/courses/2d-animation-CGA%20221

The 2D Animation Course develops students’ appreciation of the technique and craft involved in hand-drawn 2D animation, and promotes the understanding and successful application of the fundamental principles of traditional animation. Using pencil and paper to explore this art form, students are physically responsible for controlling and manipulating a subject’s volume, weight, proportion, acting, and movement, thus gaining a more thorough understanding of the animation process. This foundation of traditional animation broadens students’ skills as computer animators and enhances their creative ability.


3D Foundations
Course Number CGA 121
Credits 4.0
More Info http://online.fullsail.edu/degrees/game-art-bachelors/courses/3d-foundations-CGA%20121

The 3D Foundations Course familiarizes students with the fundamentals of creating 2D and 3D computer graphics using Autodesk Maya and Adobe Photoshop. Students learn the interface and controls of both programs as they learn basic animation skills that prepare them for the more advanced courses later in the Game Art Bachelor of Science Degree Program.


Advanced Game Characters
Course Number CGG 442
Credits 4.0
More Info http://online.fullsail.edu/degrees/game-art-bachelors/courses/advanced-game-characters-CGG%20442

The Advanced Game Characters Course concentrates on the creation of a gaming character from top to bot tom. Students create character mesh and textures, and use animation techniques to test characters for ef ficiency within game and resource limitations. The course helps students to understand the constraints of geometry and textures in a game engine.


Art Creation for Games
Course Number CGA 251
Credits 4.0
More Info http://online.fullsail.edu/degrees/game-art-bachelors/courses/art-creation-for-games-CGA%20251

The Art Creation for Games Course provides students with a strong knowledge of the way real time 3D content is modeled and textured. Students develop game models of buildings, vehicles, or characters, which includes modeling of high and lowresolution geometry. In addition to modeling, students paint color, generate normal maps, and specular maps for created geometry. Students finish with a low-resolution game model with the visual fidelity needed for next generation games.


Character Animation I
Course Number CGA 223
Credits 3.0
More Info http://online.fullsail.edu/degrees/game-art-bachelors/courses/character-animation-i-CGA%20223

The Character Animation I Course focuses on the basics of creating strong character animation in 3D sof tware. Students develop methods for planning an animation, which helps them learn to create work ef fectively and ef ficiently. Students also explore what is important in creating movement that appears lifelike and believable for a character. The goal of this course is to teach students to create bi-pedal animation that implements strong posing, good staging, and the basic mechanics of motion using a rigged character.


Character Animation II
Course Number CGA 235
Credits 4.0
More Info http://online.fullsail.edu/degrees/game-art-bachelors/courses/character-animation-ii-CGA%20235

The Character Animation II Course continues to strengthen students’ animation skills by exploring methods for creating movement that is not only entertaining and appealing, but also depicts actions that are driven by the characters’ emotions and personality. Students will also analyze methods for creating solid acting choices that are unique and interesting. By using discussion and analysis, students are introduced to the importance of evaluating their own work as well as the work of their peers. This enables them to critique each other’s projects with the intent of implementing what they have learned into their own animation. This class is designed to prepare students for situations they will encounter in the real world.


Character Design and Creation
Course Number CGA 342
Credits 4.0
More Info http://online.fullsail.edu/degrees/game-art-bachelors/courses/character-design-and-creation-CGA%20342

The Character Design and Creation Course builds upon the skills learned in the Model Creation and Shading and Lighting courses by applying knowledge to 3D characters. Students begin with preproduction of a character, developing concept art and character sheets. Students complete a fully textured organic 3D model for possible use in film or high-resolution game technology.


Character Rigging I
Course Number CGA 433
Credits 3.0
More Info http://online.fullsail.edu/degrees/game-art-bachelors/courses/character-rigging-i-CGA%20433

The Character Rigging I Course introduces students to the foundations of rigging. Through exposure to the core rigging toolset, students develop a strong understanding of how a joint hierarchy works. While exploring these course concepts, students are also introduced to the basics of scripting. Students also explore how 3D sof tware operates, using that knowledge to create scripts to aid in the interface between the animator and the sof tware. Students learn the principles of mechanical rigging, focusing on topics such as set driven keys, constrains, and expressions. Students then apply these techniques while exploring rigging of inorganic objects such as cars and machines.


Character Rigging II
Course Number CGA 435
Credits 4.0
More Info http://online.fullsail.edu/degrees/game-art-bachelors/courses/character-rigging-ii-CGA%20435

The Character Rigging II Course builds upon the skills learned in the Character Rigging 1 course. Students explore advanced rigging techniques, binding and weighting models to deform in an organic manner based on concept art and storyboard direction. Students also explore advanced rigging techniques such as dynamic cloth, hair and fur simulation, and how to integrate their capabilities into a production workflow. This course also expands students’ knowledge of higher-level scripting, challenging them to create a character interface for their advanced rig.


Compositing Fundamentals
Course Number CGA 241
Credits 4.0
More Info http://online.fullsail.edu/degrees/game-art-bachelors/courses/compositing-fundamentals-CGA%20241

The Compositing Fundamentals Course introduces students to beginning and intermediate compositing and integration techniques commonly utilized by film and video professionals. The course focuses on the seamless integration of computer-generated elements with real-world live-action video footage. Students learn how to accurately reconstruct and composite computer generated elements to properly match a high-definition film or video source while working in a node-based compositing environment.


Demo Reel Creation
Course Number CGA 482
Credits 4.0
More Info http://online.fullsail.edu/degrees/game-art-bachelors/courses/demo-reel-creation-CGA%20482

The Demo Reel Creation Course provides students with the time to develop a demo reel commonly expected during interviews. During this time, students take the content developed throughout their degree program and assemble it into a presentable package. Prior to the creation of the demo reel, a student’s content is reviewed in an ef fort to help the student determine the best material for showcasing


Fundamentals of Animation
Course Number CGA 131
Credits 3.0
More Info http://online.fullsail.edu/degrees/game-art-bachelors/courses/fundamentals-of-animation-CGA%20131

The Fundamentals of Animation Course provides students with the animation tools required to create, manipulate, and refine any computer-animated sequence. Building on the traditional animation fundamentals of motion and timing, the course teaches students computer animation techniques and applies them to the process of animating modeled projects. The course focuses on positional animation and control with the use of keyframing, timing curves, dope sheets, and dependency graphs, as well as the tools to manipulate them.


Fundamentals of Art I
Course Number CGA 101
Credits 3.0
More Info http://online.fullsail.edu/degrees/game-art-bachelors/courses/fundamentals-of-art-i-CGA%20101

The Fundamentals of Art I Course prepares students for the virtual world by having them step away from the computer and observe, touch, and create in the real world. These courses suggest that real-world observation and touch is invaluable in the planning of 3D computer graphics.


Fundamentals of Art II
Course Number CGA 102
Credits 3.0
More Info http://online.fullsail.edu/degrees/game-art-bachelors/courses/fundamentals-of-art-ii-CGA%20102

The Fundamentals of Art II Course prepares students for the virtual world by having them step away from the computer and observe, touch, and create in the real world. These courses suggest that real-world observation and touch is invaluable in the planning of 3D computer graphics.


Game Animation
Course Number CGG 333
Credits 4.0
More Info http://online.fullsail.edu/degrees/game-art-bachelors/courses/game-animation-CGG%20333

The Game Animation Course provides students with their first opportunity to produce animated sequences and cycles for game play. Students develop an overall understanding of animation as it applies to the game industry with a focus on game engine constraints and requirements. Students in this course pay special at tention to character anatomy, rigging constraints, and reusability within all aspects of a game.


Game Asset Review
Course Number CGG 390
Credits 3.0
More Info http://online.fullsail.edu/degrees/game-art-bachelors/courses/game-asset-review-CGG%20390

The Game Asset Review Course helps students review and continue advancing their overall knowledge of game art asset development. Students use their artistic skills and technical knowledge to demonstrate artistic strength in a defined area of specialization. Assets created for use in the students demo reels are evaluated by staf f art directors while students’ continue to generate new content.


Game Cinematic Assets
Course Number CGG 400
Credits 3.0
More Info http://online.fullsail.edu/degrees/game-art-bachelors/courses/game-cinematic-assets-CGG%20400

The Game Cinematic Asset Course concentrates on the planning and creation of high-resolution visual assets demonstrating artistic strength and direction. Students will create detailed characters, environments, or animations based on areas of interest with guidance from staf f. Through regular critiques and review the students will produce a final quality high-end asset required for the demo reel.


Game Production
Course Number CGG 381
Credits 3.0
More Info http://online.fullsail.edu/degrees/game-art-bachelors/courses/game-production-CGG%20381

The Game Production Course continues to expand students’ knowledge, utilizing tools and concepts learned in the completion of a game production. The course builds on all the Game Art foundation courses that precede it, and parallels industry production workflow while concentrating on the aspects of character and environment creation, texture and lighting ef fects, and animation.


Level Assembly and Lighting
Course Number CGG 452
Credits 4.0
More Info http://online.fullsail.edu/degrees/game-art-bachelors/courses/level-assembly-and-lighting-CGG%20482

The Level Assembly and Lighting Course continues to expand students’ understanding of game requirements with a focus on constructing a playable level. As a team, students design, build, texture, light, and add ef fects for a level. Successful completion of this course provides students with the necessary knowledge to develop content for game environments.


Methods of Design
Course Number CGA 112
Credits 4.0
More Info http://online.fullsail.edu/degrees/game-art-bachelors/courses/methods-of-design-CGA%20112

The Methods of Design Course focuses on the extensive and complex ideas and implications of basic design to help students understand that design is deliberate, allowing them to intellectually connect artistic intention and compositional conclusion. In this course, students plan, organize, and control hands-on projects using various media. They also use gained knowledge to design environments and simple characters throughout the course.


Model Creation
Course Number DIG 1301
Credits 4.0
More Info http://online.fullsail.edu/degrees/game-art-bachelors/courses/model-creation-DIG%201301

The Model Creation Course Explores The Beginning Of The Computer Animation Process By Creating Hard-surface Models From Concept Art To Final Computergenerated Imagery. During An In-depth Exploration Of The Nurbs Modeling Tool Set, Comparisons Of The Relative Dif Ferences Between Polygon, Nurbs, And Subdivision Surface Definitions Are Made. Students Will Develop Techniques And Strategies For Creation Of Ef Ficient Virtual Surfaces.


Production Modeling
Course Number CGA 352
Credits 4.0
More Info http://online.fullsail.edu/degrees/game-art-bachelors/courses/production-modeling-CGA%20352

The Production Modeling Course develops students’ understanding of model development as it applies to the animation production industry. The course builds on all the computer animation foundation courses that precede it, and parallels industry production workflow to develop portfolio models for presentation. Students explore a variety of topics including developing surface flow, anatomical models, and production modeling techniques.


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.


Shading and Lighting
Course Number GRA 1161
Credits 4.0
More Info http://online.fullsail.edu/degrees/game-art-bachelors/courses/shading-and-lighting-GRA%201161

The Shading and Lighting Course investigates the mood and lighting, look and feel, shadows and shading, reflections and atmospheres that bring scenes and models to life. During this second of three 3D fundamental courses, students develop an eye for texturing and lighting modeled objects and scenes that parallel the real world. This course builds on the concepts established in the Object Perspective Course, including surface lighting and shadow observations and techniques.


Texture Painting and Sculpting
Course Number CGG 432
Credits 3.0
More Info http://online.fullsail.edu/degrees/game-art-bachelors/courses/texture-painting-and-sculpting-CGG%20432

The Texture Painting and Sculpting Course teaches students advanced techniques in texturing, shading, lighting, and animated visual ef fects for games. The course will pay special at tention to ensuring that the textures and ef fects are reusable and ef ficient as they share resources with all aspects of the game.


College Mathematics
Course Number MGF 1213
Credits 4.0
More Info http://www.fullsail.edu/degrees/entertainment-business-bachelors/courses/college-mathematics-MGF%201213

The College Mathematics Course is designed to enable students to build skills and confidence in algebra and applied mathematics that are required to succeed in future math and core courses. First-time algebra students or those needing a review will begin with basic concepts and build upon these ideas by completing work that uses mathematics in practical situations.


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: Full Sail’s Game Art Bachelor’s Degree Program can help you learn the same production methods used to create 3D art in the professional gaming industry.

This degree program focuses on the fundamentals of interactive graphics development – including character creation, scene design, asset production, in-game effects, and the physics of motion.

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.


Design Tools I
Course Number GDN 3430
Credits 3.0

In the Design Tools I Course, students examine the various development tools used to create games. Students explore game engines, asset libraries, graphic art tools, and level editing tools. The intention of the course is not to fine-tune the use of all the game creation tools discussed; it is to provide a working knowledge of the tools so that designers can bring their designs to life as well as create a single level in an actual game engine.


Design Tools II
Course Number GDN 3540
Credits 4.0

In the Design Tools II Course, students take a much closer look at the tools employed in the creation of game levels. Specifically, students are instructed in the use of state-of-the-art level editors employed by the game industry. Level editors are some of the most important tools a designer will encounter in the industry. Depending on the robustness of the editor, a designer can create entire environments—complete with audio and visual content, AI entities, and complex game objectives—from within the one tool. By learning these editors, students are bet ter prepared to apply the concepts they will learn in future level design courses.


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.


Design Tools I
Course Number GDN 3430
Credits 3.0

In the Design Tools I Course, students examine the various development tools used to create games. Students explore game engines, asset libraries, graphic art tools, and level editing tools. The intention of the course is not to fine-tune the use of all the game creation tools discussed; it is to provide a working knowledge of the tools so that designers can bring their designs to life as well as create a single level in an actual game engine.


Design Tools II
Course Number GDN 3540
Credits 4.0

In the Design Tools II Course, students take a much closer look at the tools employed in the creation of game levels. Specifically, students are instructed in the use of state-of-the-art level editors employed by the game industry. Level editors are some of the most important tools a designer will encounter in the industry. Depending on the robustness of the editor, a designer can create entire environments—complete with audio and visual content, AI entities, and complex game objectives—from within the one tool. By learning these editors, students are bet ter prepared to apply the concepts they will learn in future level design courses.


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 Courses at International Academy of Design and Technology

Program Name: Bachelor of Fine Arts in Game Production
Survey of the Game Industry
Course Number GAME101
Credits 4.0

This course introduces students to game terminology, principles, tools, and techniques. Students will be given the opportunity to examine the history and theories of game design, and will explore a variety of game genres and production processes. Business principles, social and economic issues, and technological developments are discussed in relation to the creation of games and preproduction documents.


Drawing Techniques I
Course Number GAME105
Credits 4.0

This course presents foundational design concepts and techniques that are used to create assets for games. Students will be given the opportunity to study prop, perspective, character, and environment design.


Drawing Techniques II
Course Number GAME110
Credits 4.0

Principles of Design
Course Number GAME120
Credits 4.0

This course provides theoretical and practical exercises to introduce students to the elements and principles of design, 3D Design, and color theory. Scale, form, line, color, texture, and pattern will be studied in conjunction with the principles of balance, harmony, rhythm, emphasis, focus, proportion, and contrast.


User Interface
Course Number GAME125
Credits 4.0

The course introduces students to usability and interface design. Students have the opportunity to create designs for various interfaces using fundamental layout and design theory skills.


Game Theory and Mechanics
Course Number GAME130
Credits 4.0

This course will study the mechanics of games across a variety of genres and platforms in order to discover what properties a game must have to be compelling, interesting and fun. Students will be given the opportunity to analyze games and game play elements through play tests and critiques. Upon the successful completion of the course, students should be able to write design documents that convey concepts for games within constraints.


Modeling I
Course Number GAME205
Credits 4.0

Students will have the opportunity to learn to navigate a 3D interface and to use modeling tools to create and manipulate three dimensionally modeled assets and props.


Game Play Scripting I
Course Number GAME210
Credits 4.0

This course introduces students to the fundamental concepts of the Adobe Flash environment and ActionScript for creating games, prototypes, and tutorials. Students will be given the opportunity to gain proficiency in the use of scripting and interactive techniques to create games that convey effective timing, style, and animation.


Game Play Scripting II
Course Number GAME220
Credits 4.0

This course furthers the understanding of ActionScript scripting through object-oriented, event-driven, and interactive techniques that are used in games. The course also covers basic game design math concepts and formulas.


Texture and Lighting
Course Number GAME225
Credits 4.0

This course explores lighting in the real world and in virtual space. Texturing assets, props and environments will be the focus of this course. Students will also be given the opportunity to learn techniques to create, manipulate, and optimize the use of lighting.


Storyboarding and Storytelling
Course Number GAME230
Credits 4.0

This course will focus on the development of visual representations of story and game-play elements through the study and creation of screenplay and storyboards. Emphasis will be placed on visual language, story conventions, element creation and the ability to translate story from text to image.


Web Game Development
Course Number GAME235
Credits 4.0

This course explores real world game scenarios. Students have the opportunity to analyze and produce a series of projects that use scripting to solve these problems. Students also complete a final project that synthesizes the interaction design and scripting techniques covered in the previous courses.


Sound Design
Course Number GAME240
Credits 4.0

Students will have the opportunity to explore, examine, create, and implement audio for interactive projects. Multiple processes in the creation, recording, and distribution of said audio will also be covered in depth. A sound library of all original work will be presented at the end of the course using industry standard compression formats for both client and server side applications.


Level Design
Course Number GAME245
Credits 4.0

This course will introduce students to the fundamental concepts used to create levels for games. Students will incorporate level design and architecture theory, level design principles, game balancing, play testing and storytelling. Students will be expected to build and test levels that reflect design concepts.


Portfolio Review
Course Number GAME250
Credits 4.0

Students will have the opportunity to critique and refine existing portfolio-level projects, including work from previous courses that demonstrate their technical and conceptual understanding of and proficiency in the design production process. The student will have the opportunity to learn to produce an industry standard electronic portfolio for the purpose of exhibiting and presenting their work to a worldwide audience.


Modeling II
Course Number GAME305
Credits 4.0

This course builds upon the modeling techniques taught in Modeling I and equips students to create 3D interior and exterior environments. Students will have the opportunity to create complex objects from primitive objects, refine the models, and the end product will show clean game topology.


Business Concepts of the Game Industry
Course Number GAME310
Credits 4.0

In this course, students will be directed to examine ethical, intellectual property, contractual and management issues as they relate to the game industry. Market analysis, business plans, production timelines, budgets, and development and distribution processes associated with game development will be explored and implemented.


Game Production I
Course Number GAME350
Credits 4.0

Students will have the opportunity to acquire the integration skills needed to successfully build a 3D game. Using a Game Engine they will explore both the technical construction and practical design of games. The technical skills required to use the game engine software are combined with utilizing level creating, constructing an interface, and defining the user’s interaction with the game world.


Modeling III
Course Number GAME355
Credits 4.0

This course involves modeling and rigging of a 3D character for games. Topics include low-polygonal 3D modeling, texture mapping, and rigging for future game character animation.


Game Production II
Course Number GAME360
Credits 4.0

Students will build upon Game Production I knowledge of building 3D games in an engine. Students will have the opportunity to advance their technical skills in level creation, lighting and camera angles to create a complete working game level.


World Building
Course Number GAME365
Credits 4.0

Students will be expected to apply level design principles to the creation of entire game environments, interactive elements and objects, storytelling through level design, texturing, and lighting.


Game Production III
Course Number GAME370
Credits 4.0

This course is designed to teach students to function as a productive member of a game design team to create a playable 3D game level. Explore popular tools utilized to document, schedule, and ship a successful 3D game on time and at an acceptable level of completion. Student groups will complete an entire conversion of a game, including characters, vehicles, and custom scripts.


Game Animation
Course Number GAME390
Credits 4.0

This course focuses on the creation of 3D animated cycles, characters, and props for games using animation software. Topics include the development of walk cycles, linking and hierarchies, and forward and inverse kinematics.


Advanced Modeling
Course Number GAME405
Credits 4.0

This course is designed to further develop the student’s 3D modeling and texturing skills. Industry based software and practices will be implemented through character development and advanced character creation projects. Students will be gathering reference to model and sculpt characters using preproduction techniques necessary in the creation of game characters.


Team Project I
Course Number GAME410
Credits 4.0

This project-based course introduces professional-level concepts and techniques in game development including team-building, advanced ideation, visual design and technical implementation, quality assurance and distribution. The research, planning, design, and construction of a game will meet alpha criteria including design documentation and asset creation schedules using waterfall project management methodologies.


Team Project II
Course Number GAME420
Credits 4.0

A continuation of Team Project I, the focus of this course is on professional concepts and techniques that relate to level design, usability, professionalization, post-production and distribution. This course focuses on Agile project management methodology and allows the students to explore alternate management styles. The end of course milestone is a professionally developed “one-level” playable game as a portfolio asset. Students will continue work on their original game concept from Alpha to Gold release status.


Senior Game Project
Course Number GAME450
Credits 4.0

In this course, students have the opportunity to develop and process a senior thesis project demonstrating their creative and technical abilities and expertise. Students will be expected to plan, produce and document all phases of production from pre-production through delivery of a final product.


Game Production Capstone
Course Number GAME485
Credits 4.0

The game development capstone is a research-based course that integrates concepts and work from throughout the program. Projects will simulate a professional game design studio environment.


Senior Game Portfolio
Course Number GAME490
Credits 4.0

Under faculty supervision, students will review, revise, and refine previous deliverables based on peer and faculty evaluation, and create a portfolio that demonstrates a mastery of industry standards and expectations. The student will present and discuss their portfolio of work to an audience/jury.


Digital Imaging
Course Number DESIGN160
Credits 4.0

This course focuses upon raster-based software to create manipulate, and modify images for design purposes. The tools used to manipulate raster based images and associated terminology will be introduced. The differences between raster and vector images will be addressed.


College Success
Course Number COLL101
Credits 4.0

This course focuses on the development of professional and personal skills that will assist students in their collegiate and career performance. Topics covered include time management, interpersonal relations, personal expression, test-taking strategies, goal setting, study habits and techniques, self-esteem, image, and motivation.


Interpersonal Communications
Course Number COMM101
Credits 4.0

Communication theory and the principles of effective speech communication are presented. Students are given the opportunity to learn communication techniques, how to adapt to variations in audience and context, elements of effective audience research, speechwriting and delivery. Organizational and expressive strategies for informative and persuasive arguments are reviewed.


Global Economics
Course Number ECON315
Credits 4.0

This course focuses on the economic aspects of globalization and examines why the interdependent economies of various nations are regarded as a single economic system or entity. It examines barriers and bridges to the world’s markets, including trade agreements and obstacles to international trading.


English Composition I
Course Number ENGL101
Credits 4.0

In this course, students are given the opportunity to study and apply composition principles to a variety of writing modes, focusing on the writing process, intended audience, consistent point of view, correct grammar, concise language, appropriate style, and effective organizational strategies


English Composition II
Course Number ENGL102
Credits 4.0

This course is designed to allow students to expand their English skills by exploring advanced essay modes that include persuasive writing, literary analysis, and term paper research. Students will have the opportunity to analyze basic literary texts for style and content, and to present a researched, documented term paper.


Information Literacy
Course Number HUMN101
Credits 4.0

The purpose of this course is to introduce students to information literacy. Students will have the opportunity to develop skills to access digital and print source material and to evaluate and appropriately integrate this information into their own coursework. Students will be asked to assess their own thought processes and examine fallacies associated with their reasoning. The use of digital technology to communicate effectively is also a key component of this course


History of Art I
Course Number HUMN301
Credits 4.0

Students will have the opportunity to explore the nature of human thought, culture, and creativity dating from the early Renaissance through the 20th century through an examination of selected achievements in the humanities and the arts. This course will help students foster an understanding of human heritage as it recognizes individuals, societies, and cultures that have shaped our modern existence.


History of Art II
Course Number HUMN302
Credits 4.0

Students will have the opportunity to explore the nature of human thought, culture, and creativity dating from Prehistoric time through the 14th century through an examination of selected achievements in the humanities and the arts. This course will help students foster an understanding of human heritage as it recognizes individuals, societies, and cultures that have shaped our modern existence.


Literature and Film
Course Number HUMN401
Credits 4.0

This course examines literature and film and provides the opportunity for the student to compare and contrast the presentation of a story through different media. Analysis of literary works and critique of their film adaptations will allow the student to determine the characteristics of “successful” adaptation.


College Algebra
Course Number MATH130
Credits 4.0

This course is designed to enable students to reason quantitatively from a variety of mathematical perspectives. Topics include statistics, logic, geometry, estimation, and the process of problem solving.


Ethics
Course Number PHIL405
Credits 4.0

Ethics is the study of moral philosophy in relation to society and human behavior. Students will study theoretical and applied ethical constructs, from both a Western and non- Western approach, that shape beliefs and relate to decision-making processes.


Environmental Science
Course Number SCIE201
Credits 4.0

This course investigates biological science and the effects of humans on the earth’s ecosystem. Topics discussed may include basic ecology, human populations, water, air, and land pollution, energy consumption, allocation of natural resources, alternative forms of energy, legislation, and citizen action.


Physical Anthropology
Course Number SCIE310
Credits 4.0

This course is an exploration of the principles of Physical Anthropology, covering genetic processes underlying the expression of population, the appearance of the hominids approximately 4 million years ago, and their subsequent development to the present. Students will be introduced to primate evolution, theoretical perspectives, and the technologies associated with human development. Medical anthropology and basic genetics will be examined.


Cultural Diversity
Course Number SOCS201
Credits 4.0

This course is designed to enhance understanding of and appreciation for human diversity through the critical analysis of sociological, socioeconomic and cultural issues. The class will explore topics from a variety of perspectives and viewpoints as a means of developing deeper insight into how race, ethnicity, social class, gender, sexuality, and religion affect human relations.


Political Science
Course Number SOCS401
Credits 4.0

This course examines the scope and method of political science. This course explores the social nature of politics, with a focus on how power and opinions are distributed throughout a variety of populations, colleges, and political entities. Students will have the opportunity to analyze the effects of American culture and media on political structures and decision-making processes, and will contemplate the effects of international relations and political changes on contemporary society.


Program description: This program of study is designed to prepare the
student to create, produce, and distribute
interactive media, including video, audio, and 2D
for purposes of communication and entertainment.
Students will have the opportunity to develop
basic design skills for application to visual problem
solving. Additionally, students are expected to
develop skills in project management and team
collaboration demonstrating business and communication
practices required for employment
in the worldwide workplace. The program will
culminate in the preparation of a professional
entry-level portfolio.

Game 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


Visual Communication in the Media
Course Number G332
Credits 4.0

This course examines how people understand their world through visual images. Students will examine how people visually gather, process, and interpret information presented through media sources. 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


Platform Design and Human-Computer Interaction
Course Number N205
Credits 4.0

How a person interacts with a game is one of the more crucial aspects in determining the success of the game among consumers. This course will emphasize the details and planning process that must be followed to ensure a successful interface for the game that is to be played. Various techniques of creating buttons, menus, and other types of interfaces will be explored to give the student a wide exposure to this important element in creating games. Prerequisite: Console Development


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


Mobile Platform Development
Course Number N360
Credits 4.0

As more devices become smaller and more mobile, the need to have games to entertain users in downtime increases. This course looks at how to create games for mobile platforms using a systematic approach. The java programming language is utilized in creating these games. How to weave in audio and video is also addressed along with considering factors such as user inputs involved in playing the game. Prerequisite: Programming II


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 Courses by State & City

Top 20 US Game Schools (campus and online)

University of Pennsylvania
Total Programs 188
Number of Subjects 140
Rank in USA 5th
University of Washington-Seattle Campus
Total Programs 243
Number of Subjects 168
Rank in USA 26th
University of Minnesota-Twin Cities
Total Programs 279
Number of Subjects 183
Rank in USA 31st
Boston University
Total Programs 6
Number of Subjects 124
Rank in USA 32nd
Texas A & M University
Total Programs 167
Number of Subjects 135
Rank in USA 36th
Carnegie Mellon University
Total Programs 167
Number of Subjects 115
Rank in USA 44th
University of California-Irvine
Total Programs 120
Number of Subjects 90
Rank in USA 49th
Northeastern University
Total Programs 10
Number of Subjects 126
Rank in USA 56th
University of Miami
Total Programs 177
Number of Subjects 151
Rank in USA 69th
North Carolina State University at Raleigh
Total Programs 175
Number of Subjects 137
Rank in USA 70th
Rhode Island School of Design
Total Programs 23
Number of Subjects 25
Rank in USA 85th
American University
Total Programs 118
Number of Subjects 105
Rank in USA 97th
Temple University
Total Programs 210
Number of Subjects 158
Rank in USA 105th
Drexel University
Total Programs 125
Number of Subjects 123
Rank in USA 108th
Ohio University-Main Campus
Total Programs 183
Number of Subjects 158
Rank in USA 128th
University of Utah
Total Programs 176
Number of Subjects 141
Rank in USA 129th
Appalachian State University
Total Programs 145
Number of Subjects 126
Rank in USA 130th
Rochester Institute of Technology
Total Programs 1
Number of Subjects 108
Rank in USA 137th
Chapman University
Total Programs 91
Number of Subjects 95
Rank in USA 139th
Texas Christian University
Total Programs 124
Number of Subjects 117
Rank in USA 142nd