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Video Game Design and Development (500 hours)

Course Overview/Description
Course Objective Course Outline
Prerequisites/Audience PC Requirements/Materials Included
Instructor Bio FAQs

Registration Details

Fee:  $1,995 Register Now! (PDF - Document)
CRN:  40810 Section:  01
Subject:  PROF Course:  1021

Course Overview/Description

Are you ready to take on a challenge that will always be interesting, push you to your intellectual limits, and still be fun? Video Game Design and Development is challenging, but the rewards are worth it. With our unparalleled comprehensive training program, you will master skills that open doors to the growing video game industry.

Developing and managing the complex environments for games and related visualization applications is a challenging task, but with the right training and with professional guidance, the challenge becomes much less daunting. Using a comprehensive and analytical approach to game engine architectures, this program offers students the opportunity to learn how to effectively implement game ideas. A reasonable familiarity with computers and a background in high school level mathematics are all that is assumed. No prior game or graphics programming experience are necessary.

The curriculum is divided into eight modules covering five major areas of study: programming languages, mathematics skills, 3D graphics pipeline programming, real-time game engine architectures, and artificial intelligence algorithms.

The Video Game Design and Development program is an appropriate starting point for students who seek a professional career as a game developer. It is also well-suited for enthusiastic amateurs and gamers looking to explore this exciting field as a recreational endeavor.

Course Objectives

The objectives of the Video Game Design and Development online program are:

Course Outline

Prerequisites/Audience

Prerequisites:
A reasonable familiarity with computers and a background in high school level mathematics are all that is assumed. No prior game or graphics programming experience are necessary.

The Video Game Design and Development program is an appropriate starting point for students who seek a professional career as a game developer. It is also well-suited for enthusiastic amateurs and gamers looking to explore this exciting field as a recreational endeavor.

PC Requirements/Materials Included

Instructor Bio

Stan Trujillo (C++ Programming for Games)
Stan has been a developer in the computer games programming field since 1981. During the early 90's, he spent much of his time writing DOS and Windows game class libraries, some of which would go on to become the subject of best-selling game programming books. C++ Game Programming and Windows 95 Game Programming were published in 1995, co-authored with friend and long time Dr. Dobb's C columnist, Al Stevens. The next year, Stan followed this up with two successful solo books, Cutting-Edge Direct3D Programming, and High Performance Windows Graphics Programming. He went on to spend two years at Sierra Online working on game software. More recently, Stan has been working as a full-time technical consultant and freelance developer for both online and offline technology companies in the Seattle, Washington area.

John DeGoes (Game Mathematics I/II)
John began writing software and designing digital logic circuits during the early 1980's. He has been actively involved in the fields of computer science, mathematics, and game development for more than fifteen years. John graduated at the top of his class in undergraduate studies in Applied Mathematics at Montana State University-Billings. He has authored two successful games programming books: 3D Game Programming with C++ and 3D Game Programming with C++ Gold Edition as well as co-authoring a third. John has also written and published articles for popular programming magazines and technical journals. He developed software for commercial programs such as qED, Pro Bass Fishing, Mansion of Mystery, along with other assorted titles. Currently, John is on the road to acquiring his doctorate in Applied Mathematics, where he intends to research computational and mathematical methods for the study of complex dynamical systems.

Gary Simmons (Graphics Programming I)
Gary started games programming in 1981. He was always fascinated more with how games worked than with actually playing them (although he will admit to playing too). In 1985 Gary became the host of "Video and Chips," a United Kingdom television program dedicated to exploring future computer technology. Over the years Gary has dedicated most of his time to researching and developing cutting edge game techniques. In May 2000, Gary founded Mr.GameMaker.com, a teaching site dedicated to helping game programmers (hobbyist and professional alike) learn cutting edge game programming techniques. Over the years Gary has published dozens of full-length game development papers and tutorials. He has been teaching courses at the Game Institute for over four years and also serves as the Faculty Director.

Adam Hoult: (Graphics Programming I)
Adam got his start programming in the early 1980's on the ZX-80/81. After developing several demos for the Commodore 64, Adam got a job writing software for a local company, specializing in accounting and production software. He went on to develop 3D multimedia presentations demonstrating client production systems. This experience rekindled his earlier passion for games programming. Over the years, Adam has worked on many projects, but has focused his efforts mainly on engine and tool design for games. He spent time running a successful tools production company as well as his own game programming website. Adam later teamed up with fellow faculty member Gary Simmons and developed the successful Mr.GameMaker.com teaching website. The site gathered a loyal following as it provided information and tutorials for beginners and professionals alike on subjects that were often considered difficult to find on the Internet or in books. Adam is currently the Lead Technology Developer at the Game Institute and is working on some exciting upcoming 3D game projects in addition to teaching courses.

Brian Hall: (Artificial Intelligence)
Brian Hall is currently an Engine and AI Programmer at Midway Amusement Games, where he is working on advanced AI algorithms for an upcoming action adventure console title. He has also designed and written parametetric airpoirt generation software for SimAuthor inc, as well as a real-time CLOD terrain system using real world satellite imagery and elevation data. Previously Brian was a Sr. Engineer at Accurate Automation Corporation where he developed real-time learning systems for detecting Pilot Induced Oscillations in aircraft, as well as intelligent path-finding for cruise-missile type applications.

David Bourg: (Physics for Game Developers)
As a naval architect and marine engineer, David Bourg performs computer simulations and develops analysis tools that measure things such as hovercraft performance and the effect of waves on the motion of ships and boats. He teaches at the college level in the areas of ship design, construction, and analysis. On occasion, David also lectures at high schools on topics such as naval architecture and software development. In addition to his practical engineering background, David is professionally involved in computer game development and consulting through his company, Crescent Vision Interactive. Current projects include a massively multiplayer online roleplaying game, several Java-based multiplayer games, and a couple of PC-to-Macintosh game ports. David is currently finishing his Ph.D. in Engineering and Applied Sciences.

Frank Luna: (C++)
Frank Luna has been programming interactive 3D computer graphics for more than six years, and has been using DirectX since its fifth iteration. He has over eight years of C++ programming experience, and has also programmed in Java, C#, and MATLAB. He has worked as a contractor, with Hero Interactive, and on the open source Scorch 3D engine. In 2003 his book, Introduction to 3D Game Programming with DirectX 9.0, was published and became a bestseller in its genre. Frank also maintains a game/graphics development website, www.moon-labs.com, where he provides tutorials and sample codes on DirectX and game related issues.

Frequently Asked Questions (FAQs)

1. How do I register?
Click on the register button at the top of the page and follow the directions. It is important that you type all your information in the boxes, then print it out to sign.  Payment and sending instructions are in the bottom right corner of the form.

2. How much do the courses cost?
The fee is in the pink box at the top of the page.

3. Can I register for courses if I live outside the United States?
Yes, you can!

4. Do I ever have go to the school I register with?
All of our courses are delivered entirely online, so you never have to go to a class or travel to the school.

5. How long does it take to complete a course?
All of our courses are self-paced and open enrollment. You can start and finish the course at your own pace. When you register for a course, you are given an 180 days (6 months) to complete the course. If you need more time, extensions are available.

6. Can I get financial aid?
GES courses are non-credit courses, so they do not qualify for federal aid. In some states, vocational rehab or workforce development boards will pay for qualified students to take our courses.

7. What happens when I complete the course?
Upon successful completion of the course, you will be awarded a certificate of completion from the school you registered with. You must obtain a final passing grade of 70% or greater to be awarded a certificate.

8. Am I guaranteed a job?
GES courses will provide you with the skills you need to obtain an entry-level position in most cases. We do not provide direct job placement services, but our instructors will help you build your resume and are available to give advice on finding your first job. Instructors will also be available to use as a professional reference upon completion of the course. Potential students should always do research on the job market in their area before registering.

9. Who will be my instructor?
Each student is paired up with a facilitator for one-on-one interaction. The facilitator will be available (via email or phone) to answer any questions you may have and to provide feedback on your performance. All of our facilitators are successful working professionals in the fields in which they teach.

10. What do I have to have in order to take an online course, and what are the system requirements?
In order to take our online courses, you must have access to a computer and the Internet (a normal dial-up connection will work, but because of the size of the files you work with, a DSL or Cable is recommended). You can access the course contents from any web-enabled computer. We recommend that you have the latest version of Internet Explorer.

11. Can I use a Mac or an iMac, and just what is an IBM PC?
This course requires students to use a computer that runs a Windows based Operating system.

12. How can I get more information on the course?
All of the information we have is available online under our course catalog (www.gatlineducation.com). If you have questions that are not answered online, please feel free to email us at courseinfo@gatlineducation.com or call 817-870-2870. We will answer your questions promptly.

13. When can I start the course?
Our courses are all open enrollment. You can register and start the course as soon as you are ready.

14. How many hours per week should I spend studying?
As a general rule, we suggest a minimum of between five and ten hours per week. However, this will vary from individual to individual. If you are just getting started and have little to no experience, certainly try to put in as much time as you can and try to maintain a persistent schedule. Ultimately each student will find a pace that is comfortable for them.

15. What platforms will we study?
Most modules in this program are designed for PC development on the Windows platform. However, the techniques that you learn in our courses can often be non-platform specific. In cases that are platform specific, source code can often be ported to other computer development platforms (i.e. Macintosh, Linux) with varying degrees of effort. Consoles, such as Nintendo Gamecube and Sony Playstation, utilize closed development libraries, and hence are not compatible with this program from a pure rendering perspective. However, most of the general game engine development techniques you will learn are certainly compatible with all major consoles regardless of the differences between APIs.

16. Where can I get the latest version of DirectX? Is it free?
Both the DirectX end user runtimes, and the software development kit are indeed free. You can download the latest versions of them both from Microsoft's DirectX Developer Center.