Semester(s) Offered: Fall / Spring
Course Call Number: GAMES-UT 1000
Prerequisite(s): Major Studio Fall & Major Studio Spring
Taught By: Jess Haskins / Burgess Voshell / Winnie Song / Matt Boch / Mitu Khandaker / Charles Pratt / Eric Zimmerman / Frank Lantz
In Capstone I, students will work alone or in teams to create a single game (or game-related project) that forms the final Capstone project of their degrees. A Capstone project can begin with existing work that was developed in another class, or outside of class, or it can begin with nothing more than a seed idea. Over the course of the semester, students will research and develop these projects or ideas ideas toward the creation of a mid-point milestone version of the game, such as a ‘proof of concept’, depending on their explorations and on what makes sense for the project.
The philosophy of the course is learning through doing, and the majority of student work time will be spent in actual design and production, which will be structured and guided by the instructors.
Upon completion of this course, the student will:
1) Identify and refine ‘seed’ ideas into an original idea for a game (or game-related project) based on research and discussion.
2) Produce several prototypes which explore the various dimensions of the seed ideas, to identify areas of promise.
3) Upon completion of promising prototypes, synthesize those ideas into a ‘proof of concept’ version of the project.
4) Identify major principles of implementation-level game design, and learn the ‘tricks of the trade’ that serve to engage a user and provide subconscious-level enjoyment of a game.
5) Design and develop a project with a larger, two-semester scope.
6) Learn to give and receive critical feedback on a larger-scale project through regular critique sessions with classmates, instructors and external critics.
7) Present their progress to a group, highlighting its functionality and strengths.