About
Application of advanced concepts and techniques for electronic game design and development. This course is a major capstone project course where students apply knowledge from ITCS 5230, 5231, and game development related electives as part of a team project to develop an electronic game. All phases of the engineering process will be explored from requirements through design, implementation, testing, distribution, and maintenance. Advanced game programming and scripting, networking, graphics, physics, audio, game data structures and algorithms, and artificial intelligence will be incorporated into a single integrated electronic game.
Course Information
Game Design and Development Studio
ITCS 4232/5232
The University of North Carolina at Charlotte
Department of Computer Science
Rotation: every Spring term
Next/Current Course Offering:
Spring 2012
Undergraduate #24827 ITCS 4232-001
Graduate #24979 ITCS 5232-001
3:30p – 6:15p W
155 Woodward Hall
Jan 09, 2012 – May 01, 2012
Final Exam: Wednesday, May 9, 2:00p – 4:30p
Professor: G. Michael Youngblood, Ph.D.
Office Hours: 11:00a-NOON TR or by appointment
Office: 435A Woodward Hall
Phone: 704.687.7989
Historical Course Offering:
Spring 2011 (Payton) – No title produced
Spring 2010 (Youngblood) – Fatal Tendencies (Undead Arcade), Hammer of Najul (Electric Bathtub)
Spring 2009 (Youngblood) – Alpha Morph (Hatching Disaster)
Fall 2007 (Youngblood) – Usaga No Sakka: Bunny Style ’07 (No Solution), EleMental (DarkWynter), Sudden Drop (Nuclear Gecko)
Prerequisites:
ITCS 4231/5231 Advanced Game Design and Development
ITCS 4230/523 Introduction to Game Design and Development
ITCS 4120/5120 Computer Graphics
at least 1 game elective course
Required Textbooks:
Title: Introduction to Game Development
Edited by: Steve Rabin
ISBN: 1-58450-377-7
Charles River Media, May 2005
Title: Peopleware: Productive Projects and Teams
Authors: Tom DeMarco and Timothy Lister
ISBN: 0-93263-343-9
Dorset House Publishing Company, Incorporated; 2nd edition (February 1, 1999)
Additional Optional Texts:
- Game Programming Gems Series, editions 1-8, pub. Dates 2000-20010.
- AI Game Programming Wisdom Series, edited by Steve Rabin, 2002, 2003, 2004, 2008
- Rules of Play: Game Design Fundamentals by Katie Salen and Eric Zimmerman, 2003.
