Class meets Tuesday - Thursday, 9:30-10:45 am, Tator Hall, Room 129
Professor Elena Bertozzi
This class focuses on producing a finished polished game for an external client or taking a game that has already been started in previous classes and publishing it for an intended market (e.g., Steam). The class will cover issues relating to project management, professionalism, how to work with clients, how to manage game data, marketing, publishing to app stores and legal concerns. Syllabus
GDD 311 is not a traditional college course. This class is a simulation of a commercial game development studio. You will behave and be treated as though you are professional game developers. The professor will provide a range of resources and structures to assist, but the main focus and motivation for your performance in this class comes from you. If you do not have the skills, discipline, or motivation to fulfill the course requirements, you should consider a different form of experiential learning, such as an internship, where you are given more external structure and guidance.
Course Objectives
Students will learn and practice:- Professional project management: NDAs, contracts regarding IP and copyright, project management processes (Agile, Scrum) and software (Trello/ HackNPlan), budgeting of time and money
- Game Process documentation: Design documents, playable prototypes, contracts regarding content, interaction with clients, Quality Assurance
- Code and Software management: Git, version control, Production of game for different platforms, management of data produced during gameplay
- Time management: Accurate project effort estimation and ability to make deadlines
- Publishing: i.e. app stores and Steam