Harrisburg University of Science and Technology · Courses
GAME
19 courses with the subject GAME, each shown exactly as we captured it from the college's catalog, with every element we hold. Where the wording looks broken, that is our reading of the catalog, not the college's text.
GAME 100History of Video Games: Technical, Economic & Socio-cultural Contexts2
GAME 100 or permission of instructor Description: This course will introduce the student to foundational elements of introductory game design. The student will examine a range of digital games to learn how to identify the fundamental structure, principles, and methodologies behind the design process. The student will be introduced to entry level game engines and learn how to develop creative ideas through the implementation of the key game design elements, principles and practices in an applied manner. Offered Spring semester, annually.
GAME 145 Description: This course focuses on defining and applying core concepts in game studies, research, and design. The student will learn a range of research methods specific to deconstructing existing digital games as designed interactive experiences and analyzing them as cultural artefacts that reflect the time and society they were created. In doing so, the student will be equipped to create games that build on existing technical and socio-material infrastructures with a deeper understanding of the social and cultural impact of digital games. Offered Fall semester, annually.
GAME 245Game Design 2: Principles & Practice of Game Design3
GAME 145 Description: This course expands on content taught in GAME 145 and introduces the student to fundamental principles of design as they relate to game flow and player engagement. With a focus on advanced game mechanics, object rules, gameplay loops, game elements and rewards, balancing of skill and chance, and incremental challenge and difficulty, the student will demonstrate their understanding of these principles through a series of solo and collaborative game design projects, game pitches, and structured peer assessment. Offered Fall semester, annually.
GAME 250Prototyping 1: Ideation & Analog Prototyping Methods3
GAME 245 Description: This course will introduce the student to different ideation and analog prototyping methods and processes to develop a range of interactive elements for game design. Through brainstorming in solo and group contexts, rapid analog prototyping techniques, and playtesting and peer feedback, the student will learn effective, and cost-effective strategies for creating and testing game elements early in the game design process. Offered Spring semester, annually.
IMED 170 Description: This course, the first of two in visual game design, will introduce the student to foundational concepts and principles of art and asset creation for digital games. Focusing on game art, aesthetics, and genre, the student will learn analog and 2-d animation techniques to create game assets, characters and environments. Offered Spring semester, annually.
GAME 350 Description: This is the third and final course focusing on core game design fundamentals. This course will build on GAME 145 and GAME 245 with a focus on designing for a target demographic, playtesting, and iterative game design of a complete game in a collaborative context. The student will create two short games in pairs. They will utilize playtesting methods and techniques to gather player data, evaluate, and implement feedback into the game design process. Offered Spring semester, annually.
GAME 350Prototyping 2: Digital Prototyping for Video Games3
GAME 250 Description: This course expands on the content from GAME 250 and introduces the student to a range of digital prototyping tools and techniques for game design. Through developing original, small scale game projects in solo and group contexts, the student will learn how to ideate, plan, and create digital prototypes and vertical slices of games. Offered Fall semester, annually.
GAME 485 Description: In preparation for jobs in the games and adjacent creative industries, the student will build upon previous coursework to gain an understanding of career opportunities, topics of study, and current issues in the game design industry. The seminar will include relevant guest speakers. This seminar will also provide the student with a guided structure to engage in professional development activities and maintain professional profiles and memberships in industry-connected associations. Offered Fall semester, annually.
GAME 475 Description: Drawing on the range of creative and technical skills and conceptual knowledge learned throughout the program, the student will brainstorm, ideate, document and plan their game concept following industry standards. Following their plan, the student will create an analog and digital prototype for their game. Offered Fall semester, annually.
GAME 496 Description: In this course, the student will draw on the range of creative and technical skills and conceptual knowledge learned throughout the program. The student will re-evaluate the project plan based on the playtesting results from GAME 485 and implement any game design changes. Throughout the course, the student will continue development of their digital game as well as collaborate with classmates on distinct aspects of each other’s games. Successful coursework will result in a complete and polished game for the student’s portfolio. Offered Spring semester, annually.
GAME 496Game Distribution: Platforms, Policies and Procedures1
GAME 495 Description: This course introduces the student to the range of self-publishing platforms, publishing costs, intellectual property regulation, publishing policies, and the technical processes and requirements of the different game platforms. Offered Spring semester, annually.