Video Game Design Foundations, 2nd Edition, Software Design Guide
The Software Design Guide (SDG) provides the hands-on application of the theory presented in the textbook. The SDG should be considered an integral part of the curriculum. It is where students take the theory learned in the textbook and use that knowledge to build video games. Working in simulated design teams, students will experience all aspects of video game design, from the planning stages, through the design and programming, and concluding with a capstone project.
Each chapter in the SDG is correlated to the textbook chapter. There are several activities for each chapter. The last chapter in the SDG is a capstone project that requires students to apply all of the knowledge acquired in the textbook and SDG. Pages can be printed on demand for assignment, or students can complete their assignments online using embedded form fields and then print or e-mail the responses for grading.
Table of Contents
Abbreviated Contents
Video Game Design Foundations, 2nd Edition, Software Design Guide
- Front Matter
- 1 - My Role on the Team
- 2 - Computerized Entertainment and Classification
- 3 - Evolution of the Game
- 4 - Perspective, Scene Design, and Basic Animation
- 5 - Collision Theory and Logic
- Bellwork
- Anticipation Guide
- Activity 5-1 Absolute and Relative Location
- Activity 5-2 The Games Factory 2 Basic Skills
- Activity 5-3 Logic and Collision in Practice
- Activity 5-4 Game Review
- Activity 5-5 Gamescape Design and Dimensions
- Activity 5-6 Game Review
- Activity 5-7 Programming a Random-Number Generator
- Activity 5-8 Functionality Testing
- Activity 5-9 Developing a Data Model
- 6 - Game Systems, Personal Computers, and Hardware
- 7 - Play and Game Culture
- 8 - Reverse Engineering and Professional Reviews
- 9 - Large-Scale Design Process
- 10 - Global Economy and Supply Chain
- Capstone Project