Computational Media: Videogame Design and Development|
FILM 250, COMP 250|
|Course Cluster: Service-Learning|
This course examines the interplay of art and science in the development of contemporary video games using "game tool" applications to achieve a variety of purposes. It combines a detailed understanding of computational media, including legal and commercial aspects, with hands-on experience in the creative process. There will be discussions with invited industry leaders in various subject areas. Students will have the opportunity to work as part of development teams and create working prototypes to understand the challenges and rewards of producing video games in a professional context.
||Gen Ed Area Dept:
|Course Format: Lecture / Discussion||Grading Mode: Graded|
||Fulfills a Major Requirement for: (COMP)(EDST)(FILM)(IDEA-MN)(NS&B)
||Past Enrollment Probability: Not Available
|SECTION 01 In-person only|
|Major Readings: Wesleyan RJ Julia Bookstore
Adams, Ernest and Christopher Weaver [Tech. Ed]. FUNDAMENTALS OF GAME DESIGN. Second Ed. Berkeley: New Riders Division, Pearson Education, 2010. ISBN-13: 978-0-321-64337-7
Bates, Bob and Andre LaMothe, eds. GAME DESIGN: THE ART AND BUSINESS OF CREATING GAMES. Boston: Premier Press, 2001. ISBN: 1-59200-493-8
Laurel, Brenda. UTOPIAN ENTREPRENEUR. MIT Press, 2001. ISBN: 9780262122443
Stone, Allucquère Rosanne. THE WAR OF DESIRE AND TECHNOLOGY AT THE CLOSE OF THE MECHANICAL AGE. Cambridge, MIT Press, 1998. ISBN: 0262691892
|Examinations and Assignments: |
Interpretive questions (15%), paper (10%), mid-term report (25%), final project (40%).
|Additional Requirements and/or Comments: |
Due to the working prototype requirement of the course, anticipate evenings and weekends for "lab time". In addition, there will be one or two field trips with the class to visit local schools with younger children in order to get useful feedback of practical use to compare against assumptions of use. These feedback exercises are an important component for students to better understand and appreciate the importance of research and designing for a specific audience.
Students will need to commit a significant amount of outside class "lab" time to participate in group meetings during the process of development and completion of the class demo projects. Self-directed teams will meet regularly and invest the appropriate time and active participation necessary to support fellow members of their team to stay on schedule. A minimum expectation for such additional time will be no less than 4-6 hours per week.
This course can not be used to satisfy an elective for the COMP major.
|Instructor(s): Weaver,Christopher S. Times: ..T.... 01:10PM-04:00PM; Location: SCIE113; |
|Permission of Instructor Required|
Enrollment capacity: 20
|Permission of instructor approval will be granted by the instructor during pre-registration through the Electronic Portfolio. Click "Add to My Courses" and "To request a POI electronically, click here" to submit your request.|
|Web Resources: Syllabus |
|Drop/Add Enrollment Requests|
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