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A Game Design or Game Programming Degree OnlineUAT-Online's innovative program uses an online curriculum that allows you to learn from the comfort of your own home or where your creativity flows best. When you graduate, you will have a complete game concept or idea in a playable form for your portfolio. What degree?
How Does UAT-Online Work? For an associate's degree, a total of 60 hours are required. For a bachelor's degree, a total of 120 hours are required. For a master’s degree, a total of 36 hours are required. How Much? 2008 Tuition Fees—UAT-Online When can I start? |
| ART101 2D Design* ART101 is an introduction to design concepts with an emphasis on traditional compositional theory, design principles and elements. This course is designed to give students a strong understanding of two-dimensional visual elements as they pertain to traditional media. |
| CSC100 Computer Programming Concepts The purpose of this course is to introduce the fundamentals of computer science and programming to those students majoring in this area. Students will become familiar with problem solving techniques and algorithm development using computers. This will include a structured high-level programming language. Topics will include flow of control, assignment, arrays, functions, and input and output, among others. |
| DVA231 3D Modeling Concepts using Maya* Note: This course is offered online only and combines materials from DVA201 and DVA221. This class will explore modeling with polygons, patches, NURBS and subdivision surfaces, and will discuss when each is appropriate. Students will study organic and hard surface modeling. Topics will also include a review of the history of 3D computer graphics, an overview of the current state of the 3D industry, provide an introduction to the current technology being used and survey the skills needed to work in today’s industry. This course is an introduction to Maya Unlimited. Students will model using polygons, subdivision surfaces, patches and NURBS. Areas of emphasis include sculpting tools, extruding, Boolean, lofting, revolving and deformers. Students will complete exercises that build toward a final project. This class will also introduce basic lighting, texturing, rendering and animation techniques. |
| DVA232 3D Animation Concepts using Maya* Note: This course is offered online only and combines materials from DVA202 and DVA222. This course introduces the student to industry standard 3D techniques used to animate objects and characters. Students will learn fundamental character animation principles. Topics include key frame animation, motion blending, motion capture, interpolation, storytelling and basic cinematography. Concepts are illustrated using animated footage. Students animate 3D objects and characters for exercises that build toward a final project. Areas of emphasis include inverse kinematics, constraints, deformers, custom attributes and lip sync. Students will also explore expressions, particle systems and dynamics. |
| DVA233 3D Materials Concepts* Note: This course is offered online only and combines materials from DVA203 and DVA223. This course is an introduction to the fine art of creating materials and textures for the 3D environment. Areas of emphasis include shading models, 2D bitmap and 3D procedural texture types, solid and surface mapping types and techniques for creating both stylized and realistic textures. This course gives students hands-on experience in creating materials and textures for the 3D environment, applying those materials to objects and rendering them. Students will focus on creating textures from scratch, using photo manipulation techniques, as well as procedural texturing methods. Individual and team-oriented projects will be applied. |
| GAM101 Game Concept Design* 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* 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 This course explores the conception, refinement and presentation of game design ideas in an atmosphere similar to 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 will 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 I* 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; they will also be compared and contrasted among different platforms and styles of play. |
| GAM210 Games and Society Games are an essential part of all cultures and societies. People love to play games. Whether from simple games of chance to complex challenges such as chess, both are a social and solo activity. By studying basic game structures and puzzles, we can uncover what makes games interesting, why some games are addictive and how to best design games which satisfy society’s itch for interactive entertainment. |
| GAM220 Applied Game Theory* 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 Concepts* 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, play testing 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 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 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. |
| GAM343 Game Modeling 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. 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. |
| GAM345 Game Animation 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. |
| GAM351 Writing for Interactive Games (WI) * Dynamic content and electronic games pose a serious challenge for the writer: How do you adapt linear narratives to the ever-changing environments of today's interactive entertainment? Today's surfers and gamers are no longer passive consumers. They want to take part in the story and make choices that have an impact. Through the use of BioWare's Neverwinter Nights and other tools, we will explore "hypertext" writing and the power of truly personalized storytelling and take the once-linear "game story" to the next level. |
| GAM415 The Business of Gaming This course addresses the economics of the game industry. This includes the ways games are funded, marketed and sold, as well as the relationships between publishers, developers, retailers and other companies. Other topics to be covered include legal issues of gaming, intellectual property laws, the social forces that impact games and the governmental and legislative forces that impact game content. |
| GAM430 Game Production and Documentation (WI) This course introduces the techniques and methods of creating a game production document and game design document. Students will work through production documentation issues including scheduling, production plans, marketing and budgeting. Students will create a game design document that describes all aspects of the game, which then will be used in the game production class. |
| MTM101 2D Computer Graphics Tools* This course is an overview of the primary industry software tools (Adobe Photoshop and Illustrator) used in the creation of2D computer graphics. Students will learn the commands and interfaces of industry standard raster and vector graphics software applications in order to create and manipulate 2D images. |
| CSC105 Computer Problem Solving* This course introduces the student with the skills required to perform the following steps to solve a problem: task definition, information seeking strategies, location and access of resources, use of information, and synthesis of information and evaluation of alternatives. Students will analyze different scenarios and create viable solutions. |
| CSC130 Object Oriented Design* The objective of this course is to define the principles of Object-Oriented Programming (OOP)—data hiding, encapsulation, inheritance and polymorphism—and to introduce the concept of design patterns. This course will introduce the student to the OOP way of thinking and problem solving. The main tool used in this course is the Unified Modeling Language, the industry standard language for specifying, visualizing, constructing and documenting the artifacts of software systems. |
| CSC215 C/C++ Programming I* This course provides an introduction to the syntax of C++ as a programming language, as well as an introduction to related concepts in C. Topics include data types, control structures, arrays, pointers, functions, classes, inheritance, virtual functions and polymorphism. |
| CSC309 C++ Programming II Built upon CSC215, this course explores advanced coding techniques in C++. Topics include Interface-based programming, basic data structures, exception handling, advanced algorithms, sockets, templates and the Standard Template Library. |
| CSC310 Data Structures I* This course surveys the specification and implementation of containers as abstract data types (ADTs). Structures covered include strings, vectors, stacks, queues, sequential lists and binary trees. Other topics include running time analysis, recursion, generic programming and dynamic memory management. Object design and object tools are emphasized. |
| CSC313 Operating Systems Theory* Operating system structure and services, processor scheduling, concurrent processes, synchronization techniques, memory management, virtual memory, input/output, storage management and file systems. |
| DBT200 Database Theory: Introduction to SQL Language* This course will cover the theory of database design and manipulation. Students will learn about relational modeling and normalization in the area of database design. Students will use Structured Query Language to manipulate data. The theories of transaction management will also be discussed. |
| GAM105 Introduction to Game Programming* Intro to Game Programming is a first-year crash course that covers the basics of game programming using a RAD prototyping tool such as Dark Basic or Blitz. These tools, based around the Basic language, feature powerful graphics engines, and make it possible to demonstrate high-level subjects using a minimum amount of code. This first-year course will give students some experience writing a complete game before learning an advanced language. |
| GAM220 Applied Game Theory 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. |
| GAM225 2D Graphics Programming* Raster graphics programming is a comprehensive course on 2D graphics programming, including coverage of 2D animation tools and 2D programming techniques such as side scrolling, vertical scrolling, animated sprites and collision detection. This course will use the open-source Allegro game library and the C language. This course may be used as a prerequisite for handheld and Web game courses. Students will create a complete game project. This is an alternative to MTM101 since both 2D software and programming will be covered. |
| GAM275 Handheld Video Game Systems Handheld Video Game Systems is a comprehensive course on programming handheld devices with emphasis on Game Boy Advance and Pocket PC. Students will learn how to write and compile programs for these devices using C or C++, and how to test programs on the actual devices. The GBA section of the course will produce a complete game suitable for the student’s portfolio, which may be demonstrated on a real GBA. This course will also discuss and evaluate games on other handheld systems, such as PlayStation Portable, Nintendo DS and cellphones. |
| GAM325 Multiplayer Game Programming Multiplayer Game Programming is a comprehensive course in developing online multiplayer games. The course begins with an overview of networking, covering TCP/IP, sockets and threads, and then covers simple peer-to-peer and client/server models with students working on assignments such as a chat program. The course then moves into more advanced topics, including learning about packet efficiency, latency and the design of massively multiplayer online (MMO) games. Students will work on several projects in this class, culminating in a complete multiplayer game project suitable for the student’s portfolio. |
| GAM327 Game Development in C++ This course introduces the student to the concepts of game programming in C++ as well as programming for Windows and DirectX. In this course, students will dig beneath the surface and examine C++ in detail so they can get the advantages of C++ with none of the drawbacks. We'll examine a number of real-world C++ development issues along the way. |
| GAM355 MOD Development I* This course challenges the students to create an original “modification” based on a current game engine. Working as a group, students will create original levels, characters and content for a real-time multiplayer game, applying the skills from their concept classes in a simulated “real-world” design team experience. |
| GAM420 Game Engine Development Game Engine Development is a comprehensive course that covers the design and implementation of a complete game engine. The goal of this course is to build a game engine from scratch, covering 2D and 3D rendering, user input, sound, music and AI, with complete game projects created during the course. Students will be free to explore different game genres as they build their ideal game engine, although the emphasis of the course lecture and textbook is on first-person shooter (FPS) games. |
| Online Start Dates 2008 |
| 2004 Tuition For UAT-Online students, tuition is $4,080 a semester. |
| 2005 Tuition UAT-Online Graduate tuition: $5,150 for the semester for a full-time class load (for 9 credit hours). |
| 2006 Tuition UAT-Online Graduate tuition: $5,150 for the semester for a full-time class load (for 9 credit hours). |

