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Teaching Gamecraft - Courseware
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The theory, planning, art, production, and design of video games.
Authors: Lane Daughtry, John Gabriel, Ryan Greene, Jason MacCoy, Rick McCann, and Anthony Rossano.
List Price: Free!
Product Details
Dimensions: 8.5" x 10.875"
Pages: 240 B+W
ISBN: 0970753063
Binding: Paperback
Download the ZIP of the scene files and images associated with the Teaching Gamecraft courseware by clicking here. (5013 kilobytes)
Download a PDF file of the Teaching Gamecraft book here!
(5743 kilobytes)
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We hope this courseware will be of use to you in structuring your classes. Please do with it what you will – feel free to use all of it, or just some of it. Don't feel obligated to use the material in the order presented. You can certainly use just the quizzes if you wish, or just the course outlines. Feel free to re-order lessons, shuffle pages, or even translate the work into Swahili. The important part is to use it however it helps you to make your games program better.
There are five sections: 1) Philosophy and Taxonomy of Games, 2) Game Preproduction, 3) 3ds max for Games, 4) Maya for Games, 5) Level Design with Unreal. Each of the five sections has a topic list you may manipulate into a course outline, a detailed content section, quizzes, and projects. You may choose to lecture from the detailed project section. The projects are designed to teach by action, and provide the students with step-by-step instructions to follow while the instructor catches his or her breath. There are even guidelines included for assessing the student work on the projects, and quiz answers with explanations!
Your students will need academic copies of either the Max or Maya software, and a private copy of Unreal Tournament 2003 to do the exercises and projects. You can download images, scene files, and Unreal assets that accompany the classes, and a color PDF version of the Teaching Gamecraft book. We also reference text books and classroom resources in the course outlines. Those resources are detailed in the beginning of each chapter.
Complete coverage of:
- Philosophy and Taxonomy of Games
- Game Preproduction
- 3ds max for Games
- Maya for Games
- Level Design with Unreal
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