Online Master of Science in Computer Science (OMSCS)

College of computing, cs 6457: video game design, instructional team.

Jeff Wilson

Jeff Wilson

Creator and instructor.

Welcome to CS6457 Video Game Design. The course covers many game design topics including game engine concepts and technologies, structural elements of games, and game design process.

CS6457 is a project-based course and includes both individual assignments as well as a group project. Learning objectives are focused primarily on creating fully three-dimensional games with real time game object control. This includes games that meet the criteria of Game Feel such as Super Mario 64.

Check out the demo reels from Spring 2022 below!

Sample Syllabus

Summer 2022 syllabus (PDF)

Note: Sample syllabi are provided for informational purposes only. For the most up-to-date information, consult the official course documentation.

Before Taking This Class...

Suggested background knowledge.

Students are not expected to be familiar with the Unity Engine. Outside of C# experience, familiarity with a strongly typed object-oriented programming language such as Java is helpful.

Useful prerequisite knowledge for the course includes linear algebra and computer graphics basics. Understanding of affine transformations of homogeneous coordinates, transformation order, quaternions, 3D projection, matrix stacks, scene graphs, graphics lighting models such as the Phong reflection model, are all relevant.

Technical Requirements and Software

All software development is performed with the Unity Engine and the C# programming language. Students need a Windows PC or Mac capable of running Unity.

Academic Integrity

All Georgia Tech students are expected to uphold the Georgia Tech Academic Honor Code . This course may impose additional academic integrity stipulations; consult the official course documentation for more information.

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video game design assignment

Turn a Story into a Video Game: Creative Assignment For Any Novel or Short Story

Are your middle school ELA students obsessed with video games? I know that lately, gaming is all that some students want to talk about!  I also know that leaning into students’ interests creates instant buy-in. With this in mind, I came up with a multi-stage assignment that brings elements of video games into the middle school  ELA classroom. Combining the creativity of video games with the literacy skills required in English language arts keeps students engaged through the entire learning process.

Turning a Story into a Video Game Assignment is a flexible, appealing, and open-ended project that works at the end of almost any short story unit or novel study. What I love most about it is how versatile it is – you can use each of its eight components individually, or combine them into one large culminating assignment. 

It’s especially great for reluctant readers, or anyone who needs to make an outside-the-box connection with middle school ELA students. Best of all, both printer-friendly and digital versions of this assignment are available to help you meet the needs of all your learners. Here’s how it works:

video game design assignment

Letter to the Video Game Developer

To begin, I like to invite my students to imagine that the story or novel they just read has become a best-seller. What happens to best-selling books? They need a video game tie-in, of course!

In this initial task, they need to write a letter to a video game developer . The purpose of the letter is to persuade the developer to make the story into a video game. As they write, middle school ELA students need to make a compelling argument for why the characters or conflict of the story would make for a fun game to play.

Turning a Story or Novel into Video Games ELA Assignments

Select Your Players

Once the letter is complete, I like to ask students to choose three characters from the book or story, and determine how they will be controlled in the context of their video game.

Two of the characters they choose will be “playable” characters (PCs), meaning they can be controlled by the gamer. A third character will be a “non-playable” character, whose actions are controlled by the game. 

As part of this exercise, I like to encourage students to draw the characters and describe them in detail. To extend this exercise, you can also get your students to consider characters’ backstories, as well as their strengths and weaknesses.

Design Your World

In my opinion, one of the most engaging things about video games are the rich and complex worlds the characters live in. To bring this element of video games into the middle school ELA classroom, I like to have my students design the main “world” (AKA the setting) where most of the action of the game will take place.

During this process, I like to encourage students to use specific evidence from the novel or story to create their setting. As they create their design, students should consider where and when the story takes place, as well as the objects, structures, and potential obstacles they need to include.

Video Game Box Cover

What would a video game be without creative cover art ? I like to begin this task by leading a quick brainstorming session about the type of designs that would encourage someone to buy a video game.

After the discussion, I outline the necessary features of a video game box cover, including the title, author, image, and a slogan. As part of this process, I sometimes ask them to write a brief persuasive description of the game to include on the back of the “case,” as well as a quote or snippet from a “five-star review!”

Video Games in ELA Activity

When bringing the idea of a book-turned-video game into the ELA class, one project students will often spend the most time on is storyboarding the game itself.

I usually start by explaining that video game developers use storyboards – comic-book-like versions of the video game – to plan key scenes. After this discussion, students create a sequence of drawings to either show the levels of the game, or an important scene or event. Then, they explain and justify their choices, using evidence from the book or story to support their thinking.

Turn Stories or Novels into Video Games in ELA

Video Game Composer

I think that one of the most underrated parts of any video game is its score. Music has the power to set the mood and tone of any scene, and the dramatic scenes of a video game are no exception!

In the Video Game Composer task, I begin by asking students to think of three songs they would like to include in their video game adaption of a short story or novel.  

First, they need to explain which part of the video game each song would be used in. Next, they give details about how the lyrics or melody of each song connect to specific moments in the story or novel. I find this is a really effective way to encourage students to justify their thinking!

Game Conflict

Bringing video games into the ELA classroom presents a great opportunity to discuss the various types of conflicts in narrative writing. I usually begin by explaining the different types of conflict in the context of gaming – player vs. player, player vs. self, player vs. environment, and player vs. society.

After this discussion, students choose a conflict for players to encounter during their game, and explain their choice. Once they make their choice, I invite them to consider this conflict in terms of its impact on the characters of the game, as well as the overall mood and tone. Specifically, I might have them discuss how the conflict affects the relationship between the various characters. As an alternative, they could also write about how the game developer conveys different emotions through the conflict.

Video games games ELA activity

Game Time Interview

In the final task for Turn A Story Into a Video Game , students take on the role of the developer who created the video game adaptation of the story or novel. I start by asking students to imagine that they are being interviewed for Game Time magazine. With this in mind, they consider the answers to questions like:

  • What kind of person would like to play this game?
  • What do you think gamers can learn from the story told in this video game?
  • What was the most difficult scene from the game to create?

As they respond to each question in short paragraphs, students explain their thinking with specific references to the plot and characters from the novel or short story. Once their drafts are complete, you could even have your students design and format the interview as it would appear in an actual gaming magazine, complete with images and pull quotes!

I hope these ideas help you find creative ways to incorporate video games into your ELA class , and connect with the gamers in your school! The digital version of this activity is available here .

video game design assignment

Looking to give students more autonomy when it comes to reading? Transform your middle school ELA classroom with the Empowered Readers course !

Check out my post on 10 Tips to Engage Reluctant Readers in Middle School for more ideas to support your students.

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Video game creator Keita Takahashi

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A still from Keita Takahashi's upcoming game to a T

Twenty years ago, Keita Takahashi created and designed the classic video game Katamari Damacy. It's a completely unique, completely bizarre game in which you play a tiny ball that rolls around and gets bigger as it gets stuff stuck to it.

Katamari Damacy was a so-so success at first, then a big one, and now it's a classic. Keita Takahashi created the game at Namco, a company best known at the time for fighting games like Tekken and Soulcalibur . And, as you might've gathered – Katamari Damacy is not Tekken or Soulcalibur .

Katamari Damacy changed what big video games could be. It also had an amazing soundtrack. To celebrate the game's twentieth anniversary, you can now listen to that soundtrack on streaming platforms everywhere.

Keita Takahashi also has a new game coming out. It's called to a T and it's about a child whose arms stick straight out like a "T."

We talk with Keita Takahashi about how he got into designing video games and how he pitched the idea for Katamari Damacy to the folks at Namco. He also talks with us about his new game, to a T .

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  • From Blinky to beyond: Inside the evolution of AI in gaming

In the evolving landscape of technology and entertainment, the convergence of artificial intelligence and gaming stands as a testament to human ingenuity and innovation. From the early days of simple rule-based systems with the likes of Inky, Blinky, Pinky and Clyde to today's complex neural networks, the journey of AI in gaming has been nothing short of extraordinary.

Pixel pioneers

In the early years, AI functions were rudimentary yet revolutionary, laying the groundwork for future innovations.

video game design assignment

When Pac-Man dropped in 1980, it changed the landscape forever. The genius behind this simple maze game? Simple rule-based AI for those colorful ghosts. Each villain had its own playbook: Some chased Pac-Man, others retreated and patrolled their pre-defined spots. For the game developers, it was all about finding the sweet spot for players between fun and frustration. And sure, it may seem basic now, but back when Reagan was in office, it was cutting-edge stuff that had the quarters flowing in arcades, roller rinks and movie theaters worldwide.

But let’s rewind even further. Way before the era of consoles and joysticks, pioneers like Donald Michie were hard at work pushing the boundaries of AI. He started in the 1960s with simple tic-tac-toe machine learning games, and his work eventually led into the complex world of chess. His achievements in machine learning and game theory were like blueprints for understanding how computers could get inside our minds. While limited in scope compared to modern AI chess engines like Deep Blue or AlphaZero , Michie’s work represented a groundbreaking achievement in the application of AI to gaming, paving the way for future advancements in strategic gameplay.

Mortal Kombat’s AI odyssey

By the ‘80s and ‘90s, gaming was even more immersive and in-your-face. In 1992, the fighting game Mortal Kombat became a cultural phenomenon and soon a franchise. Enthusiasts everywhere were glued to their screens, mastering those brutal secret moves.

video game design assignment

While the game was incredibly popular in the two-player format, developers had their work cut out for them. How would single-players experience the same euphoria? That’s where AI opponents came in.

In the early days of Mortal Kombat, the developers relied primarily on predetermined moves “taught” to the AI, offering a predictable yet challenging experience. Each AI character had a set sequence of attacks and defensive maneuvers, with varying degrees of difficulty across different settings. While groundbreaking for its time, the AI in early Mortal Kombat titles lacked the complexity and adaptability seen in later iterations and the result was repetitive gameplay and limited strategic depth.

But every fighter (and gaming platform) must evolve, right? Now, decades later, the series has seen a drastic evolution in how the developers employ its AI opponents against human players and boasts more dynamic and adaptive AI systems that respond to player actions in real time. The franchise has even introduced AI fighters that the player can train and allow to battle opponents on their own.

AI’s bone-chilling role in modern horror games

In recent years, AI technology has given smaller game studios the ability to create deeper immersive experiences, and that’s come to the fore especially in the horror game genre. Phasmophobia, released in 2020, has emerged as a groundbreaking example of AI-driven horror gaming. Developed by Kinetic Games, it places players in the shoes of paranormal investigators tasked with exploring haunted locations and identifying supernatural entities. What sets Phasmophobia apart from other games, however, is its innovative use of AI to simulate the behavior of ghosts, resulting in a dynamic and terrifying experience for players.

Each ghost in the game possesses unique traits and behaviors, such as roaming patterns, preferred hunting grounds, and methods of attack, all governed by AI algorithms. As players conduct investigations using an array of ghost hunting equipment, the AI-driven ghouls react to the human players’ inputs and behavior in unpredictable ways. It’s that kind of creepy programming that keeps the players constantly on edge.

video game design assignment

Phasmophobia also uses voice recognition technology to enhance player immersion by allowing for real-time communication with the ghosts — no, they don’t talk back, but they can react to what the players say. This integration of AI-driven gameplay mechanics not only amplifies the horror atmosphere, but also fosters cooperative gameplay as players work together to uncover the mystery at hand.

Envisioning gaming’s AI frontier

Looking ahead, the future of AI in gaming holds boundless potential for innovation and evolution, with exciting developments on the horizon. As the technology continues to advance, expect game studios to develop bigger and more immersive experiences to delight their player bases. One promising avenue is the further enhancement of AI-driven procedural content generation, in which developers create variables that the AI uses to build out vast, ever-evolving worlds depending on player or multi-player interactions.

AI even may hold the key to unlocking new levels of personalization and player engagement in gaming. With advancements in machine learning and player modeling techniques, developers can create AI-driven experiences that tailor themselves to players and create game experiences  that are unique to the humans playing them.

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BAFTA Games Awards 2024 Winners: The Full List

Baldur's gate 3, alan wake 2, and super mario bros. wonder are among the games that took home prizes..

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The 2024 BAFTA Games Awards have come and gone but didn’t leave without another round of wins for Larian Studios’ Baldur’s Gate 3. The Dungeons and Dragons RPG rolled away from the show with five wins (including Best Game) while other highlights saw solid wins for projects like Alan Wake 2, Super Mario Bros. Wonder, and Viewfinder.

Larian’s night at the BAFTAs saw studio head Swen Vincke and the rest of the team taking home awards for Best Game, Music, Performer in a Supporting Role, and Narrative. It also won the public vote for EE Players’ Choice award, giving the studio that grand total of fine wins.

The total of 18 categories saw awards spread out among the nominees. Alan Wake 2 developer Remedy Entertainment nabbed awards for Artistic Achievement and Audio Achievement, while Nintendo managed to grab the Family and Multiplayer Awards for Super Mario Bros. Wonder. Viewfinder was another surprise standout, taking home awards for New Intellectual Property and British Game. Other highlights saw Venba win for Debut Game, Tchia win for Game Beyond Entertainment, and Dave the Diver win for Game Design.

IGN's Best of 2023 - Every IGN Award Winner

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The BAFTA Games Awards also took the time to honor this year’s Special Award recipient: the UK-based gaming charity, SpecialEffect. Since getting off the ground in 2007, the organization has utilized technology to allow and enhance access to video games for disabled players. As SpecialEffect explains on its website , “Whatever we do, we’re committed to making life better for the people that need us, for as long as possible.”

SpecialEffect CEO and founder Dr. Mick Donegan MBE accepted the award on the organization’s behalf. He shared a few thoughts about the recognition in a pre-ceremony interview.

“We are utterly delighted,” he said. “We’re delighted because, well, it’s great that the charity is recognized, but what we’ve achieved has been in partnership with the people who’ve helped us, who have funded us, the people we’ve worked with who’ve helped, and the industry that has collaborated with us to make their games more accessible. It’s just a lovely endorsement for accessibility all together and the effort that everybody’s made.”

BAFTA Special Award winners span across games, film, and television. Past recipients include Amy Hennig, Epic Games, Nolan North, Brenda Romero, Idris Elba, Spike Lee, The Jim Henson Company, Ridley Scott, and many more.

Best Reviewed Games of 2024 (So Far)

video game design assignment

You can take a look at every winner and nominee from the 2024 Bafta Games Awards below. As awards season winds down, don’t forget to check out IGN’s list of the best games of 2023 .

  • ALAN WAKE 2 Development Team - Remedy Entertainment Plc./Epic Games
  • HI-FI RUSH Development Team - Tango Gameworks/Bethesda Softworks - WINNER
  • HOGWARTS LEGACY Development Team - Avalanche Software/Warner Bros. Games
  • MARVEL’S SPIDER-MAN 2 Development Team - Insomniac Games/Sony Interactive Entertainment
  • STAR WARS JEDI: SURVIVOR Nathan Dunlap, David Nam, Thomas Cannell - Respawn Entertainment/Electronic Arts
  • SUPER MARIO BROS. WONDER Development Team - Nintendo EPD/Nintendo

ARTISTIC ACHIEVEMENT

  • ALAN WAKE 2 Development Team - Remedy Entertainment Plc./Epic Games - WINNER
  • BALDUR’S GATE 3 Development Team - Larian Studio/Larian Studio
  • COCOON Development Team - Geometric Interactive/Annapurna Interactive
  • DIABLO IV Development Team - Blizzard Entertainment/Blizzard Entertainment
  • FINAL FANTASY XVI Hiroshi Minagawa, Kazuya Takahashi, Naoki Kurihara - SQUARE ENIX - Creative Business Unit III/SQUARE ENIX
  • HI-FI RUSH Development Team - Tango Gameworks/Bethesda Softworks

AUDIO ACHIEVEMENT

  • CALL OF DUTY: MODERN WARFARE III Matt Grimm, Eric Wedemeyer, Robbie Elias - Sledgehammer
  • Games/Activision
  • THE LEGEND OF ZELDA: TEARS OF THE KINGDOM Development Team - Nintendo EPD/Nintendo
  • STAR WARS JEDI: SURVIVOR Development Team - Respawn Entertainment/Electronic Arts
  • BALDUR’S GATE 3 Development Team - Larian Studio/Larian Studio - WINNER
  • DAVE THE DIVER Development Team – MINTROCKET/MINTROCKET

BRITISH GAME

  • CASSETTE BEASTS Development Team - Bytten Studio/Raw Fury
  • DEAD ISLAND 2 Development Team - Dambuster Studios/PLAION
  • DISNEY ILLUSION ISLAND Development Team - Dlala Studios/Disney
  • FOOTBALL MANAGER 2024 Development Team - Sports Interactive/SEGA Europe
  • VIEWFINDER Development Team - Sad Owl Studios/Thunderful Publishing - WINNER
  • WARHAMMER AGE OF SIGMAR: REALMS OF RUIN Development Team - Frontier Developments/Frontier Developments
  • DREDGE Development Team - Black Salt Games/Team17 Digital
  • STRAY GODS: THE ROLEPLAYING MUSICAL Development Team - Summerfall Studios/Humble Games
  • VENBA Abhijeeth Swaminathan, Sam Elkana, Shahrin Khan - Visai Games/Visai Games - WINNER
  • VIEWFINDER Development Team - Sad Owl Studios/Thunderful Publishing

EVOLVING GAME

  • CYBERPUNK 2077 Development Team - CD PROJEKT RED/CD PROJEKT RED - WINNER
  • FINAL FANTASY XIV ONLINE Development Team - Creative Business Unit III/Square Enix
  • FORTNITE Development Team - Epic Games/Epic Games
  • FORZA HORIZON 5 Development Team - Playground Games/Xbox Game Studios
  • GENSHIN IMPACT Development Team – HoYoverse/HoYoverse
  • NO MAN’S SKY Development Team - Hello Games/Hello Games
  • SUPER MARIO BROS. WONDER Development Team - Nintendo EPD/Nintendo - WINNER

GAME BEYOND ENTERTAINMENT

  • CHANTS OF SENNAAR Julien Moya, Thomas Panuel – Rundisc/Focus Entertainment
  • GOODBYE VOLCANO HIGH Development Team - KO_OP/KO_OP
  • TCHIA Phil Crifo, Marilou Lopez-Aguilera, Thoanë Thomadra – Awaceb/Kepler Interactive - WINNER
  • TERRA NIL Development Team - Free Lives/Devolver Digital
  • THIRSTY SUITORS Development Team - Outerloop Games/Annapurna Interactive
  • VENBA Abhijeeth Swaminathan, Sam Elkana, Shahrin Khan - Visai Games/Visai Games

GAME DESIGN

  • DAVE THE DIVER Development Team – MINTROCKET/MINTROCKET - WINNER
  • DREDGE Joel Mason, Alex Ritchie, Nadia Thorn - Black Salt Games/Team17 Digital

MULTIPLAYER

  • CALL OF DUTY: MODERN WARFARE III Development Team - Sledgehammer Games/Activision
  • FORZA MOTORSPORT Development Team - Turn 10 Studios/Xbox Game Studios
  • PARTY ANIMALS Development Team - Recreate Games/Source Technology
  • ASSASSIN’S CREED MIRAGE Development Team – Ubisoft/Ubisoft
  • BALDUR’S GATE 3 Borislav Slavov - Larian Studio/Larian Studio - WINNER
  • MARVEL’S SPIDER-MAN 2 John Paesano, Scott Hanau, Keith Leary - Insomniac Games/Sony Interactive Entertainment
  • STAR WARS JEDI: SURVIVOR Gordy Haab, Stephen Barton - Respawn Entertainment/Electronic Arts
  • DREDGE Joel Mason, Alex Ritchie, Nadia Thorne - Black Salt Games/Team17 Digital
  • FINAL FANTASY XVI Kazutoyo Maehiro, Michael-Christopher Koji Fox - SQUARE ENIX - Creative Business Unit III/SQUARE ENIX
  • STAR WARS JEDI: SURVIVOR Stig Asmussen, Aaron Contreras, Dori Arazi - Respawn Entertainment/Electronic Arts

NEW INTELLECTUAL PROPERTY

  • JUSANT Development Team – DON’T NOD/DON’T NOD

PERFORMER IN A LEADING ROLE

  • AMELIA TYLER as Narrator in Baldur’s Gate 3
  • CAMERON MONAGHAN as Cal Kestis in Star Wars Jedi: Survivor
  • NADJI JETER as Miles Morales in Marvel’s Spider-Man 2 - WINNER
  • NEIL NEWBON as Astarion in Baldur’s Gate 3
  • SAMANTHA BÉART as Karlach in Baldur’s Gate 3
  • YURI LOWENTHAL as Peter Parker in Marvel’s Spider-Man 2

PERFORMER IN A SUPPORTING ROLE

  • ANDREW WINCOTT as Raphael in Baldur’s Gate 3 - WINNER
  • DEBRA WILSON as Cere Junda in Star Wars Jedi: Survivor
  • RALPH INESON as Cidolfus “Cid” Telamon in Final Fantasy XVI
  • SAM LAKE as Alex Casey in Alan Wake 2
  • TONY TODD as Venom in Marvel’s Spider-Man 2
  • TRACY WILES as Jaheira in Baldur’s Gate 3

TECHNICAL ACHIEVEMENT

  • FINAL FANTASY XVI Ryota Suzuki, Yasuhiro Yanamoto, Kei Honda - SQUARE ENIX - Creative Business Unit III/SQUARE ENIX
  • HORIZON CALL OF THE MOUNTAIN Development Team - Guerrilla and Firesprite/Sony Interactive Entertainment
  • THE LEGEND OF ZELDA: TEARS OF THE KINGDOM Development Team - Nintendo EPD/Nintendo - WINNER
  • STARFIELD Development Team - Bethesda Game Studios/Bethesda Softworks

EE PLAYERS’ CHOICE

  • BALDUR’S GATE 3 Larian Studio/Larian Studio - WINNER
  • CYBERPUNK 2077 CD PROJEKT RED/CD PROJEKT RED
  • FORTNITE Epic Games/Epic Games
  • THE LEGEND OF ZELDA: TEARS OF THE KINGDOM Nintendo EPD/Nintendo
  • LETHAL COMPANY Zeekerss/Zeekerss
  • MARVEL’S SPIDER-MAN 2 Insomniac Games/Sony Interactive Entertainment

Michael Cripe is a freelance contributor with IGN. He started writing in the industry in 2017 and is best known for his work at outlets such as The Pitch, The Escapist, OnlySP, and Gameranx.

Be sure to give him a follow on Twitter @MikeCripe.

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Introduction to videogame studies, assignments, advice on completing assignments, choosing the game.

Choose your games or game carefully. [ Read More ]

Game Analysis Guidelines

This is a list of general guidelines to analyze a videogame or a specific segment of it. [ Read More ]

Some Basic Advice

You can find general paper writing advice in the document “Big Red Flags that Give Away a Weak Paper.” The advice is broken down in different sections, which correspond to the different aspects that will be graded in the assignment. [ Read More ]

Written Assignment 1 (1000–1200 words): Report on the practical issues of videogame conventions. Due Ses #5.

Written Assignment 2 (1200–1500 words): Videogame contextualization of a game or games chosen by the student. Due Ses #9.

Mid-term Exam: Three hour written exam; review of the basic concepts covered in class and discussion of theoretical concepts. Exam will take place during the lab session in Week #8 (between Ses #12 and 13).

Written Assignment 3 (1500–1700 words): The final assignment is an in-­depth analysis the game or games discussed in the Written Assignment 2. Due Ses #24.

Class Presentation : Each group will present on the historical significance of one game from a specific list. Due during the lab session in Week #10 (between Ses #16 and #17).

For Graduate Students Only: the written assignments for graduate students will be 20% longer. The presentation assignment will be individual, not in groups.

About Your Written Exercises

For those students who may not feel confident about their writing, or are less familiar with humanities essays, you can make an appointment at the MIT Writing and Communication Center .

About Plagiarism

Use of another’s intellectual work without acknowledgement—is a serious offense. It is the policy of the CMS Faculty that students who plagiarize will receive an F in the subject, and that the instructor will forward the case to the Committee on Discipline. Full acknowledgement for all information obtained from sources outside the classroom must be clearly stated in all written work submitted. All ideas, arguments, and direct phrasings taken from someone else’s work must be identified and properly footnoted. Quotations from other sources must be clearly marked as distinct from the student’s own work. For further guidance on the proper forms of attribution, consult the style guides available in the Writing and Communication Center and the MIT Website on Plagiarism .

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data hub tech talk, renfrew interdisciplinary colloquium: how to listen to jazz, fulbright information session, exploring the information landscape | no pain, no gain: running away from physical activity misinformation, exploring the information landscape | become a power browser: understanding how the web works, faculty senate meeting, navigating relationships, idaho first-generation global fellowship info session, u of i do science virtual chat: get ready for your first semester in science, ww alcohol awareness, student recital: fahime taghavi, oboe, u.s. border patrol virtual career expo, exploring the information landscape | introduction to algorithmic awareness, substance use screenings, english series, mindfulness noon drop-in, cetl wired wednesday: fostering interactivity in canvas part 2: external tools, make it @ the mill study bead buddies, “nonprofit engagement opportunities in latah county” brown bag, exploring the information landscape | mythical mongolian demons, or research is for everyone, cup of joe with kenton bird '76, faculty gathering, boba and vietnamese coffee social, wellbeing ambassador meeting, intro to lead climbing clinic, lionel hampton jazz festival: hamp's gala, art and design high school art exhibition, fws dissertation defense - katey huggler, exploring the information landscape | optimizing online shopping, lionel hampton jazz festival: meet the artist - samir langus, fws thesis defense - chris trahan, iids seminar series, lavender lunch, research assistant community group, intuitive eating, calming the anxious mind, frfs thesis defense - hope de avila, exploring the information landscape | can you own an idea navigating intellectual property, u.s.-china-taiwan relations, opportunities and challenges: a talk and conversation with u.s. diplomat erik black, english conversation hour, bfa opening reception - in media res, cals olympics, vandal quiz bowl practice, learning through diversity - sharing, sarb general meeting, lionel hampton jazz festival: world music celebration, vandal science days, deadline to withdraw from late 8-week classes, ww stress relief grab n go, gpsa coffee hour, exploring the information landscape | breaking free from recommendation algorithms, free mobile hiv screening, lionel hampton jazz festival: meet the artist - veronica swift, landscape architecture presentation: jon brekon - your path to licensure, fws thesis defense - katrina lopez, empowerment echoes, lionel hampton jazz festival: veronica swift and featured artists, vandal track & field/cross country at cougar classic, earth day hike, river canyon backpack, birding field trip - colfax trail, 2024 university of idaho graduate english conference, vandal men's tennis at northern arizona, landscape architecture asla merit & honor awards ceremony, exclusive vandal wine tasting at colter's creek, lionel hampton jazz festival: meet the artist - hamp's jazz ambassadors, vandal women's soccer at seattle pacific university, lionel hampton jazz festival: lionel hampton’s 116th birthday celebration, vandal women's soccer at university of washington, vandal men's golf at big sky conference championship, faculty/staff green dot, hit the book(s) club discussion meeting, employee benefits orientation, exploring the information landscape | image illusions and mind tricks, physics colloquium: "schrodinger-newton gravitational solitons with cylindrical symmetry", learning from the south: the black experience and reform in republican china, woman of the year awards, sustainability for farm and garden, ww sticker grab n go, social security 101, rcr: what you need to know about publication and authorship research, fws thesis defense - sage unsworth, exploring the information landscape | tripping over tropes: what makes up a genre, accelerated computing with gpus using cuda and pycuda - data hub tech talk, renfrew interdisciplinary colloquium: the challenge of anticipating coastal flooding in the face of climate change, qa with cdar director, transplanting vegetable starts, student recital: grant miller, trumpet, finals fest 2024 feat. fleet foxes and desolation horse, guitar ensemble, ww/ew cupcake social, blood drive, graduate student mental health series: practical tips for managing anxiety, future you: negotiates the salary you deserve, exploring the information landscape | finding your next favorite book, peace corps information session: university of idaho, vandal men's tennis vs. big sky conference, vandal women's tennis vs. big sky conference tournament, expo vip for idaho high school students, lhsom convocation, math colloquium: jordan broussard, menard law building's 50th reunion, boise and moscow, vandal night at moss greenhouse, aapi heritage month keynote address, student recital: henry jensen, composition, college republicans end of year party and elections, concert band & wind ensemble, orlando - preview, vandal track & field/cross country at oregon state high performance meet, engineering design expo for stem educators and classrooms, engineering design expo, fws thesis defense - donavan maude, free rental fridays, vandal football vs. spring game, student recital: gabriella woozley, clarinet, kino short film festival, vandal track & field/cross country at desert heat classic, de-stress fest, overnight rafting trip, women-led river canyon backpack, vandal vets rafting trip, student recital: zawng lum, piano, embodying nature: dance research showcase, vandal women's soccer vs. gonzaga university, student recital: ellen yenne, tuba, student recital: gage purdom, piano, student recital: elisa clark, percussion, student recital: derek carson, voice, law final exams, spring no-exam week, thank an advisor, cup of joe with asui president tanner mcclain, 2024 artability showcase, lavender celebration, ww muffin time, contemporary art songs - a poetry, voice and composition collaboration, allen ethics speaker series, renfrew interdisciplinary colloquium: updating estimates of u.s. reforestation opportunities for climate mitigation, ww traveling ice cream, vandalizing the kitchen — mediterranean medley, online bachelor of business administration degree info session, early music ensemble.

IMAGES

  1. Game Design 101

    video game design assignment

  2. Game design document template for serious games

    video game design assignment

  3. 2D Game Design Assignment

    video game design assignment

  4. Creating a Board Game Graphic Design Assignment by Graphic Arts by Candace

    video game design assignment

  5. How to write a game design document (with examples)

    video game design assignment

  6. Game Design Assignment 2: Tom Mcqueen

    video game design assignment

VIDEO

  1. Board Game Design Tip for the Day: Memorable Moments #boardgamedesign #boardgaming #gamedesign

  2. Game Design Assignment

  3. "Mastering Front Page Design: Tips and Tricks for Stunning Websites!"

  4. My Board Game Demo

  5. Crafting “Similar” Games [Planning & Game Design]

  6. Game Design Assignement 1 : Paper Soccer

COMMENTS

  1. Assignments

    Assignment 8 - Explorative Game Design Project, Steps 1-4 Overview (PDF) Step 1 due Session 18; Step 2 due Session 20; Step 3 due Session 23. Assignment 8, Step 4 - Oral Presentation & Written Report Guidelines (PDF) Sessions 25 & 26 Example Student Work. Final project - "I've Got a Feeling" (PDF). (Courtesy of Gregory Cartagena, Maddie ...

  2. Study Materials

    All assignments must be turned in at the beginning of class. [CGD] = Brathwaite, Brenda, and Ian Schreiber. Challenges for Game Designers: Non-Digital Exercises for Video Game Designers. Boston, MA: Charles River Media/Course Technology, 2009. ISBN: 9781584505808. Zimmerman, Eric. " Play as Research: The Iterative Design Process.

  3. Introduction to Game Design

    Welcome! This course is an introduction to the primary concepts of gaming, and an exploration of how these basic concepts affect the way gamers interact with our games. In this course you will understand what defines a "game" and the mechanics and rules behind different types of games. Through four linked assignments you'll learn ways to ...

  4. Game Design and Development 1: 2D Shooter

    In this module, you will create your first actual game from start to finish in the form of a 2D Shooter game. This is your right of passage into game development! In the first part of the assignment, follow along with the tutorial videos in this module. In the second part of the project, you will modify the game to make it your own.

  5. How I Teach Game Design. Lesson 1: The Game Design Process

    1. design a prototype. 2. playtest your prototype. 3. analyze what happened. (then it's back to step 1 - modifying your game to create a new prototype) In a game design class, most of the playtesting will be done by the designers themselves, especially for short assignments.

  6. Game Design and Development with Unity 2020 Specialization

    Break into the video game industry with theoretical, technical, and practical knowledge from one of the world's best programs. In this completely revised 2021 version of the Specialization, learners build the skills necessary to design and development games. The Specialization focuses on both the theory and practice of game making.

  7. The Complete Guide to Video Game Design

    Core game concept. Character design. Narrative and plot. Level design. And that's just the obvious stuff. Video games need to be coded, tested, and debugged (and tested again, debugged again, tested again, debugged aga-you get the point). Ultimately, your goal as a game designer is to create a game that's fun.

  8. Syllabus

    Students work in small project groups where they will engage with a series of confined assignments. There is an emphasis on presenting and discussing results with the student group and instructors. The weekly cycle begins with the introduction of an aspect of game design methodology and a related assignment.

  9. How to write a game design document (with examples)

    A basic example of a simple game design document (click for the full-size version ). The point of a basic game design document like this is that it's simple and easy to use. As a result, you would typically try to keep it to a single page. To do that, you may not be able to include all of the above points.

  10. PDF Video Game Design I: Game Assignment

    Prof. Wendi Sierra, St. John Fisher, Video Game Design course, 2014 Video Game Design I: Game Assignment Overview: As you know, the core objectives of this course include both the theoretical understanding of basic game design principles and the practical application of those principles toward the construction of your own game built in Gamemaker.

  11. How to Write a Pro Game Design Document (With Examples)

    You need to convince the potential employer that you are best for the job. Think of the title page as the beginning of the 'cover letter,' but for game design. For example, a title page will include the title of the project, like 'The Witcher.'. The title page will also include many other aspects listed below.

  12. CS 6457: Video Game Design

    Welcome to CS6457 Video Game Design. The course covers many game design topics including game engine concepts and technologies, structural elements of games, and game design process. CS6457 is a project-based course and includes both individual assignments as well as a group project. Learning objectives are focused primarily on creating fully ...

  13. Video Game Design Assignment

    Video Game Design Assignment. Curatorial note from Digital Pedagogy in the Humanities: In Wendi Sierra's undergraduate game-design class, students learn both theoretical and practical aspects of video game design by iterating from design document to alpha and beta testing to a functioning game on the Gamemaker or Unity platform.

  14. Turn a Story into a Video Game: Creative Assignment For Any Novel or

    Combining the creativity of video games with the literacy skills required in English language arts keeps students engaged through the entire learning process. Turning a Story into a Video Game Assignment is a flexible, appealing, and open-ended project that works at the end of almost any short story unit or novel study.

  15. World Design for Video Games

    There are 4 modules in this course. Start creating your world. A game world is not just a backdrop for your game—be it minimal or detailed, contained or part of a much bigger universe, it provides the context for your player. Ultimately, a game world should feel alive and wholly unique to any player who will experience it.

  16. Video game creator Keita Takahashi : Bullseye with Jesse Thorn

    Email. Keita Takahashi is a video game creator and designer. He's responsible for the classic genre defining puzzle game Katamari Damacy. Keita Takahashi has a new game coming out soon. It's ...

  17. Instructor Insights

    The weekly cycles began with an introduction of an aspect of game design methodology and a related assignment. The cycles ended with "crit sessions," during which students presented their work for feedback from student groups and instructors. Out of Class. Students worked individually and in groups on assignments outside of class.

  18. Modeling with Systems Assignment Flashcards

    Study with Quizlet and memorize flashcards containing terms like A coordinate grid is mapped onto a video game screen, with the origin at the lower left corner. The game designer programs a turtle to move along a linear path that passes through the points (0, 0) and (10, 8). The designer also programs a bird with a path that can be modeled by a quadratic function. The bird starts at the vertex ...

  19. AI in game design: A history of innovation in gaming

    AI's bone-chilling role in modern horror games. In recent years, AI technology has given smaller game studios the ability to create deeper immersive experiences, and that's come to the fore especially in the horror game genre. Phasmophobia, released in 2020, has emerged as a groundbreaking example of AI-driven horror gaming.

  20. AVSIM Library

    UUEE - Sheremetyevo International - Moscow, Russia. Sheremetyevo International Airport is an international airport located in the Moscow Oblast, Russia, 29 km (18 mi) north-west of central Moscow. It is a hub for the passenger operations of the Russian international airline Aeroflot, and one of the three major airports serving Moscow along with ...

  21. BAFTA Games Awards 2024 Winners: The Full List

    Baldur's Gate 3, Alan Wake 2, and Super Mario Bros. Wonder are among the games that took home prizes. By Michael Cripe. Updated: Apr 11, 2024 2:05 pm. Posted: Apr 11, 2024 1:53 pm. The 2024 BAFTA ...

  22. Game Design: Art and Concepts Specialization

    Specialization - 5 course series. Stemming from the principles of storytelling and design established in CalArts' renowned Animation programs, this Specialization lays a primary foundation for experimentation and exploration of video game design, story, character development, and winning gameplay before programming begins.

  23. Robert Stephenson leaves game with injury

    Robert Stephenson leaves game with injury. April 14, 2024 | 00:00:35. Reels. Angels reliever Robert Stephenson exits his rehab assignment game with Triple-A Salt Lake due to an injury. Robert Stephenson.

  24. Assignments

    Written Assignment 3 (1500-1700 words): The final assignment is an in-­depth analysis the game or games discussed in the Written Assignment 2. Due Ses #24. Class Presentation: Each group will present on the historical significance of one game from a specific list. Due during the lab session in Week #10 (between Ses #16 and #17).

  25. Moscow City X by Drzewiecki Design

    Moscow City X is a very detailed model of Moscow metropolitan area in Russia, together with lite sceneries of 7 airports, many heliports and thousands of bui...

  26. University of Idaho Main Events Calendar

    The High School Art and Design Exhibition gives all Idaho high school students the opportunity to show their artwork in a professional gallery space on the University of Idaho campus. This tradition has been taking place on the Moscow campus for over 30 years. University Location: Reflections Gallery - Idaho Student Union Building - Main Campus.

  27. Moscow to Revolutionize School Education with Online School ...

    Moscow school children are about to face the new era of education. The city authorities have successfully conducted a one-year Moscow Online School pilot project — innovative educational cloud ...