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ATEC 6342: Evans, Fall 2010

ATEC 6342: GAME PIPELINE METHODOLOGIES


Thursdays, 2:30 PM – 5:15 PM ATEC 1.202 Fall 2010

Instructor: Monica Evans


Office Hours: ATEC 1.908, by appointment only
Email: mevans@utdallas.edu or monica.evans@gmail.com

COURSE DESCRIPTION
This course is an exploration of advanced project management, pipeline control, and workflow
methods for digital games research, development and production. Students in this course will
refine and perfect their production methods through development of an experimental student-
designed game project entitled "Blossom". Coursework emphasizes communication, pipeline
management, use of version control and project management tools, and successful iteration of
core game systems, mechanics, assets, and structures. Course culminates in the presentation of
playable, original game project.

REQUIRED TEXTS
None. Recommended texts:

The Game Producer's Handbook, Dan Irish


A Theory of Fun for Game Design, Raph Koster
Level Design: Concept, Theory, and Practice, Rudolf Kremers

COURSE REQUIREMENTS/EVALUATION CRITERIA


Students in this course will research, design, implement, and present an original game of their
design as a team. Students are responsible for all aspects of development, including the
following:
Full game design documentation
Full implementation of file and version control systems and project management software
Pipeline and workflow documentation
Production schedule
Asset lists for all game elements, including models, textures, animations, and sounds
Focus testing documentation, internal and external
Development blog

Students will also create two individual tutorials for some aspect of game development,
production, and management over the course of the term.

GRADING
65% Quality and playability of finished game project
20% Communication, adherence to deadlines and revisions, and use of project
management tools
15% Development blog and tutorials
ATEC 6342: Evans, Fall 2010

COURSE SYLLABUS
All readings should be completed by the date listed. This syllabus is subject to change at the
discretion of the instructor (all changes will be furnished to students in writing).

Aug. 19 Introduction to the course. Overview of project goals, project management


systems, file and version control systems, project flow.

Aug. 26 First pass game design document (GDD) due. First pass on asset lists for
models, textures, animations, and sounds.

Sept. 2 Complete assets lists for models, textures, animations, and sounds. All test
assets complete.

Sept. 9 Working "sightseeing" mode playable. All test assets implemented.

Sept. 16 Second pass GDD due. Core game elements implemented.

Sept. 23 Final GDD due. First pass on final assets.

Sept. 30 First focus test on core game mechanics. Second pass on final assets. Blog
review and first tutorial due.

Oct. 7 Playable prototype with 50% final assets and mechanics implemented.

Oct. 14 Second pass on final assets. First pass soundscape and triggers.

Oct. 21 Revision of playable prototype. 75% final assets and mechanics implemented.

Oct. 28 ALPHA. All final assets and mechanics implemented.

Nov. 4 Alpha review. Revision of core mechanics and assets. Second pass soundscape
and triggers.

Nov. 11 Second pass revision of core mechanics, assets, and sounds. Internal pre-beta
playtest. Blog review and second tutorial due.

Nov. 18 BETA. All revised assets and mechanics implemented.

Nov. 25 No class, due to the Thanksgiving holiday

Dec. 2 Presentation of release candidate one.

Dec. 9 Presentation of release candidate two. All tutorials revised and posted.

Detailed information on university policies and procedures can be found at:


http://go.utdallas.edu/syllabus-policies

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