Game Design - Game Programming School
     
 
Game Design.
Game Programming.
Game School.

 

A Degree in Game Art and Animation

Where?
You have two choices:
  • At UAT’s Tempe, AZ, campus
  • In the comfort of your home through UAT-Online

How Long?
  • To earn a Bachelor of Arts degree: 120 weeks.*
  • To earn an Associate of Arts degree: 60 weeks.

*based on 15 credits a term

When can I start?

  • Classes on UAT's campus start three times a year: September, January and May. See Start Dates
  • UAT-Online classes start every five weeks. start dates

Tuition

2008 Tuition Fees—Resident
Undergraduate tuition for 2008 is $8,400.00 per semester.

2008 Tuition Fees—UAT-Online
Undergraduate tuition for UAT-Online students for 2008 is $4,900.00 per semester.


A graduate of UAT’s Game Art and Animation program will:

  • Master the artistic principles used in game asset creation
  • Create and implement compelling game assets and content utilizing industry-standard tools and software
  • Develop original assets for Web, console, PC and handheld gaming platforms
  • Produce game assets for multiple gaming applications including triple A, serious, casual and mobile games
  • Develop analytical skills for examining gameplay focusing on the integration of art assets
  • Create game assets for and collaborate on numerous projects with industry-style production pipelines
  • Participate in every level of game development from initial design to publishing
  • Develop a diverse portfolio of industry-standard game art and animation assets contributing to complete works


See degree requirements

Game Design Programming Recommended Courses :
UAT creates recommended course listings for every major to provide guidance to students in choosing courses that will appropriately support the described major. Recommended courses provide foundational knowledge in the discipline being studied. Students should work with an advisor in making course selections and when they wish to customize their major.

All course titles are followed by their number of credit hours. Prerequisites and co-requisites (if any) are listed below course titles.

Recommended - Complete 18 credits minimum:

ART130 Beginning Drawing I (4)
Beginning Drawing I
Pre-Requisite(s): None Do you think drawing is a "gift" that has to come "naturally?" You would be surprised to see that it is actually a skill like any other. This course will teach you how easily it can be learned. Drawing is as much about learning how to see and think about form and space as it is about technique. The drawing part itself is just marks on paper. But those marks come together to tell the viewer something about the world that you, the artist, have experienced. Drawing also gives you a deeper understanding of the subject you are trying to capture. As you progress through the exercises in this class, you will develop a better understanding of the forms you are observing and become more skillful in representing them. Improving your drawing skills on paper can improve your digital drawing skills!
ART233 Concept Art (3)
Concept Art
Prerequisite(s): ART105, ART108, ART130 Being able to sketch, prototype and design functional creations before committing to their actual development is a critical skill in increasing the quality and speed of production. Students will learn to craft, present and refine humanoid, animal, biological and environmental concept art that becomes the foundation for future assets.
ART234 Storyboarding (3)
Storyboarding
Prerequisite(s): ART105, ART108, ART130 This course unveils the art of visual storytelling. Storyboarding is a skill that is very important for beginning directors to develop in pre-visualizing their shots and sets. It is also a critical skill in creating animation sequences, and is important to the multimedia developer in planning the needs of a project. Students apply storyboarding techniques to their own script by accurately showing camera angles, placement of the actors, etc. Emphasis is placed on accuracy and presentation.
GAM108 2D Design in Games (3)
2D Design in Games
Prerequisite(s): MTM101 GAM108 is an introduction to fundamental rules of 2D design including the 2D graphical aspects of game art creation. This course is designed to give students a strong understanding of two-dimensional visual elements as they pertain to game art. Topics will focus on skills and techniques needed to create quality game art with maximum performance.
GAM110 Introduction to Game Art (3)
Introduction to Game Art
Prerequisite(s): none Introduction to game art is an exploration of the visual arts within the game design profession. Topics will examine the historical aspects of game art and design in addition to the evolution of game art. Digital art and the relationship to human emotional response will be discussed in conjunction with the influence of culture on art within the game design realm.
GAM243 2D Modeling for Games (3)
2D Modeling for Games
Prerequisite(s): GAM108 This course is an overview of the creation and development of production art for game designs. Expanding from the design concepts course, GAM243 immerses students in production of 2D art for games. Students will refine their skills as they develop concept-to-creation works of art for games. Skills will be improved in the areas of character and scene development and complexity as well as the simulation of elements such as light, depth, decay and kinematics setup within 2D Games.
GAM245 2D Animation for Games (3)
2D Animation for Games
Prerequisite(s): GAM243 Animation for games can be a complex process involving creativity and fundamental animation skills. This course exposes the student to the many facets of animation for games. Character movement as well as prop and scene animations will be addressed. Timing, loops, kinematics, lip synchronization and environmental effects will be explored.
GAM343 Game Modeling (3)
Game Modeling
Prerequisite(s): ART207, DVA243 Game engines and environments require specialized approaches to 3D modeling, texturing and rigging which differ from typical CGI techniques. This course will explore various techniques for low-poly modeling, exporting to various formats and engines, unwrapping and texturing for games, and the use of complex techniques such as normal mapping, shaders and level-of-detail creation.
GAM345 Game Animation (3)
Game Animation
Prerequisite(s): DVA244, GAM343 Recommended: THE238 This course covers techniques for interactive animation as they apply to gaming. Topics will include sequencing periodic animation (such as walk cycles, jumping and swimming), hierarchies and motion data. Students will apply these techniques to models and characters in interactive environments. Rigging for game engines will also be explored, as well as collision models, ragdoll physics support and the creation of complex elements, such as vehicles and interactive environments.
GAM347 Game Texturing (3)
Game Texturing
Prerequisite(s): DVA245, GAM343 Game texturing and materials is a look at the creation and implementation of textures created from digital media. The applications for the creation of realistic and efficient texture maps for the creation of games for 2D and 3D platforms will be discussed.
GAM443 Advanced Game Modeling (3)
Advanced Game Modeling
Prerequisite(s): GAM343 Students will further their knowledge of low-poly subdivision surface and patch modeling techniques and will apply these toward the completion of a large and complex model set for a specific game genre. In addition, animation, advanced lighting and materials issues will be discussed in relation to the modeling techniques demonstrated in this course. Modifiers and plug-in usage to increase productivity and enhance the development process will be explored.
GAM445 Advanced Game Animation (3)
Advanced Game Animation
Prerequisite(s): GAM345 Students will refine the process of character rigging and animation techniques needed for current game animation trends. The utilization of motion capture files and game engine import /export strategies will be addressed. The development of common and custom animations for games and characters will be emphasized.

Recommended - Complete 12 credits minimum:

GAM101 Game Concept Design (3)
Game Concept Design
Pre-requisites: None Want to Play? This course is an overview of game development from the creative and theoretical (as opposed to purely technical) standpoint. Students will learn to analyze games and gameplay elements, examine genres and trends in gaming and formulate their own outline for an "ideal" game. We will also examine social issues and pressures related to gaming, and the ultimate question: why do we play games?
GAM150 Evolution of Electronic Games (3)
Evolution of Electronic Games
Prerequisite(s): none This is a critical review of the technological and cultural history of video games, from the first all-analog machines to the powerful console systems of today. We will discuss the primary innovators and historical figures of the industry as well as its continuing integration into everyday life, and analyze the trends and cycles that drive game design. Through analysis and example we'll look at the development of the game GUI, the formation of the classical game "genres," the explosion of game-related technology and the possible futures of the industry.
GAM170 Game Design Workshop I (3)
Game Design Workshop I
Prerequisite(s): GAM101 This course explores the conception, refinement and presentation of game design ideas in an atmosphere similar to a creative writing workshop. Students will work singly and in small groups to develop game ideas, compare and contrast them with published games and then create focused design documents for possible future production. We'll analyze past and present games with a focus on their ideas, concepts and mechanics and explore outside the boundaries of the traditional genres and limitations of the mass market. The end product will be several robust, polished game designs that have been tested by your most critical audience - your peers.
GAM200 Critical Game Studies (3)
Critical Game Studies
Prerequisite(s): GAM101, GAM220 This course is an introduction to advanced critical techniques and approaches to game design, game theory and the gaming audience. Using techniques of critical theory, ludology and game theory, we'll take a deep look at the structure of games and their interaction with the user, and explore how games balance rules with freedom and risk with reward. The course will also deal with interface design, user control issues, data representation for the gamer and feedback loops. Present and future game genres will also be examined, as well as compared and contrasted among different platforms and styles of play.
GAM220 Applied Game Theory (3)
Applied Game Theory
Pre-requisite(s): GAM101 This course will apply the theories of game design by taking a game concept from the conceptual stage to a completed project. Students will continue the exploration of game theory by discussing and demonstrating how it is applied to production based projects. Students will leave this course with an extension of good game design as a completed project that demonstrates their understanding of the topic.
GAM230 Level Design (3)
Level Design
Prerequisite(s): GAM101, GAM252 Level Design will introduce students to the tools and concepts used to create levels for games. The course will incorporate level design and architecture theory, concepts of the "critical path" and "flow," game balancing, playtesting and storytelling. Using user-friendly toolsets from "AAA" industry titles, students will build and test levels that reflect design concepts.
GAM250 Gaming Platforms and Standards (3)
Gaming Platforms and Standards
Pre-Requisite(s): GAM101 This course gives an overview of different platforms available to the game designer. The students will have an understanding of the strengths and weaknesses of the different gaming platforms. This course will also address the technical and psychological aspects of multi-user / multi-player gaming environments. Finally students will be exposed to the current standards that exist in the industry. This includes but is not limited to modeling, texturing, sound editing, programming, video creation, marketing, etc.
GAM252 Game Tools and Techniques (3)
Game Tools and Techniques
Prerequisite(s): GAM220 One of the challenges of the game development environment is the constant flux of tools, plug-ins and engines used by developers and the "mod" community. Often these tools have poor documentation, rough user interfaces and less-than-stellar stability, making mastery an elusive goal. The purpose of this project-based course is to allow a student to choose a game toolset, SDK or "mod" environment and produce a project in a team-oriented environment with a focus on learning the tool itself and its quirks, limitations and workarounds. During the course we will discuss team building, asset and script generation, moving and converting data types between applications and producing polished, final work; these skills will be put to use in Level Design and "mod" projects for both artists and programmers.
GAM330 Advanced Level Design (3)
Advanced Level Design
Prerequisite(s): GAM230 Having mastered the basics, students in this course will apply level design principles to the creation of entire game environments, interactive elements and objects, storytelling through level design and texturing and lighting. The emphasis will be on using Max and Maya to create levels as well as advanced game engines and their toolsets and may involve expert topics such as texturing with shaders, cutscenes, scripted events and large-scale environments.

Recommended - Complete 6 credits minimum:

ART236 Figure Drawing (3)
Figure Drawing
Prerequisite(s): ART130 Note: This course may be repeated up to two times for credit. This course explores a full range of techniques and artistic viewpoints to animate your drawings. Long and short poses will be interspersed with exercises specifically designed to allow you to heighten your perceptions. You will practice using the formulas for making your character sketches more realistic by understanding the volumetric description and underlying structure of the human form. This course provides the most thorough experience drawing from live models.
ART356 Environmental Design (3)
Environmental Design
Prerequisite(s): ART233 Environmental design requires combining theories of architecture, landscape design and the cinematographer’s eye to create environments with dramatic lighting, mood-setting characterizations, compound perspectives, and a mix of functionality and aesthetics. By applying principles of design and flow to existing knowledge of tools and techniques, students will create immersive and interactive environments that aren’t merely background noise, but a part of the complete experience.
AUD102 Digital Audio Fundamentals (3)
Digital Audio Fundamentals
Prerequisite(s): none This course serves as a foundation for familiarizing students with the fundamentals of digital audio. Students will explore the theories and techniques necessary to record and edit sound for use in digital media. Topics covered include the perception of sound, waveform editing, digital signal processing sound effects, MIDI, voiceovers and music composition.
AUD111 Basics of Music (3)
Basics of Music
Prerequisite(s): none This course is designed for students who have an interest in creating music to use with their projects, but who have had no formal training or experience. Various MIDI sequencers will serve as an experimental proving grounds in which students will explore basic musical concepts. Topics covered include beat, meter, tempo, phrasing, frequency, wavelength, pitch, melody, harmony, chords, key signature, accidentals and notation.
DVA204 Motion Capture Concepts (3)
Motion Capture Concepts
Prerequisite(s): none This class will introduce students to Motion Capture as it relates to the animation industry. Students will explore the theory of Motion Capture and the various Motion Capture systems. The course will provide and overview of the UAT Motion Capture Studio as well as the basics of the Motion Builder software, including character setup and data editing.
DVA331 Motion Capture Production (1)
Motion Capture Production
Prerequisite(s): DVA204; DVA312 or DVA322 This course will immerse students in hands-on motion capture exercises utilizing the Motion Capture Studio. Students will focus on advanced procedures within the Motion Builder software exploring techniques for blending actions, mapping data to multiple characters, including bipedal and quadruped setups.
MTM216 2D Vector Animation (3)
2D Vector Animation
Prerequisite(s): DVA210, MTM213 Flash Animation cartoons and advertisements are staples of commercial Web advertising and professional Web movies. Students will be creating a complete short cartoon with animated characters using storyboard techniques, edited symbols and instances, Flash vector drawing tools, staging, frames, motion and shape tweens, layers, foregrounds and backgrounds.
MTM222 Texturing and Surfacing Using Photoshop (3)
Texturing and Surfacing Using Photoshop
Prerequisite(s): MTM101 or instructor approval Students will explore all aspects of textures that will be useful for digital artwork, 3D Modeling or within the games they design. Students will be building a substantial library of textures throughout this course, differentiating between different types of surfaces and materials. They will determine what makes up the surface and what gives the material its unique quality, identify the common differences between smooth and textured samples, and look for patterns, lines, specks, and dots that describe these textures. A significant portion of this course will be dedicated to the creation of these textures and surfaces. Students will begin duplicating these textures using Adobe Photoshop's powerful filter, layer and channel tools. The class will be divided into collaborative teams where they will create a texture and a tutorial for each texture will be developed.


Degree Requirements
Associate of Arts Degree
  • 60 total credit hours
  • 15 general studies credit hours
  • 45 major/elective credit hours
  • 2.0 CGPA
  • Completion of a Portfolio and internship


Bachelor of Arts
  • 120 total credit hours
  • 36 general studies credit hour
  • 84 credit hours in core classes and major/elective classes
  • 2.0 CGPA
  • Completion of a Portfolio and internship