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Page 1 of 6 AY 2016-2017 07/15/2016 /mgpineda

HOLY ANGEL UNIVERSITY

COLLEGE of INFORMATION and COMMUNICATIONS TECHNOLOGY MOBILE GAME DEVELOPMENT

COURSE SYLLABUS Course Code : 6MOGDEV

Prerequisite : 6COMPRO2L

Course Credit : 3 Units (2 hours LEC,3 hours LAB) Year Level: 2nd year Degree Program: : BSIT with Area of Specialization in Web Development

Course Description:

This course introduces 2D Game for Mobile Devices to students. It covers the Game Development Process from conceptualization, design, programming, production, and implementation. At the end of this course, students should be able to display understanding on how to create 2D games for mobile devices through a game design document and an actual game.

At the end of the course, students will be able to:

Course Outcomes Graduate Outcomes Aligned to

C1 Gain knowledge in Games and Game design

BSIT01:Apply knowledge of computing, science and mathematics appropriate to the discipline.

BSIT02:Understand best practices and standards and their applications C2 Gain skills in Game Sprites creation

using graphics editing tools

BSIT03:Analyze complex problems, and identify and define the computing requirements appropriate to its solution.

BSIT05: Design, implement, and evaluate computer-based systems, processes, components, or programs to meet desired needs and requirements under various constraints.

C3 Gain skills in applying game

components and sprites to the game world development stage

BSIT05: Design, implement, and evaluate computer-based systems, processes, components, or programs to meet desired needs and requirements under various constraints.

C4 Gain skills in scripting game sprites to produce game physics using coalitions to produce full game output

BSIT05: Design, implement, and evaluate computer-based systems, processes, components, or programs to meet desired needs and requirements under various constraints.

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Page 2 of 6 AY 2016-2017 07/15/2016 /mgpineda

Learning Evidences:

As proof of achievement of the above-mentioned outcomes, students are required to submit/demonstrate the following:

LE1: Sprites Designs C1, C2 LE2: Game Environment C1, C2 LE3: Character Sprites C1, C2, C3

LE4: Physics C1, C4

LE4: Full Game Output C1, C2, C3, C4 Measurement System:

To assess the level of performance in the learning evidences, the following rubrics will be used:

LE1: Sprites Design

Area to Assess Percentage

Resolution The sprites have a proper use of

Pixel per Inch as in relation to the resolution size

25%

Design The concept designs are

appropriate to the game project

40%

Colors The use of proper colors is visible

in the sprite design

20%

File Types The proper use of the required

file types is visible

15%

LE2: Game Environment

Area to Assess Percentage

Design The concept designs are

appropriate to the game project

40%

Colors The use of proper colors is visible

in the sprite design

20%

Proper Positioning of Sprites from LE1 The environment sprites are properly placed based on the concept design

30%

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Page 3 of 6 AY 2016-2017 07/15/2016 /mgpineda

Screen Size Resolution The project followed the required screen resolution

10%

LE3: Integrating Character Sprites

Area to Assess Percentage

Design The concept designs are

appropriate to the game project

40%

Proper Sprites Sheet Key Frame Sizes The proper use of required number of key frames is visible

30%

File Types The proper use of the required

file types is visible

15%

Resolution The sprites have a proper use of

Pixel per Inch as in relation to the resolution size

15%

LE4: Physics

Area to Assess Percentage

Keyboard Controls Implementation The game a good implementation of keyboard controls

25%

Sprites Collisions The sprites collide properly to other game sprites

30%

Physics Effects The physics effects of game

sprites are properly implemented

30%

Game Assessments (Scoring) The scoring text is implemented 15%

LE5: Full Game Output

Area to Assess Percentage

Sound Quality The game has good sound

quality

30%

Game Challenge The game shows challenging

levels

40%

Menu Design The game has good start menu

design

30%

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Page 4 of 6 AY 2016-2017 07/15/2016 /mgpineda

Learning Plan:

Intended Learning Outcome Unit Course Outcome

Topic Learning Activities

Assessment Activity

Student Output

 Understand concepts and terms

 Employ technical rules and concept to actual application

 Enhance creativity and objectivity

 Produce Game Environment Sprites

 Implement Game

Environment Sprites to game World

Week 1-5

15 hours

C1 C2 C3

ORIENTATION and BRIEFING

 Games

 Types of Games Genres and famous examples

 Game Console Platforms

 Game

conceptualizati on and

Pitching

 Game environment sprites

 Designing game environment sprites

Expository Mediated Lecture

Exploratory Laboratory (Hands-on- Individual Centered )

Sprites Design

Practical Exam: Sprites Design (LE1)

Game Environment (LE2)

 Enhance creativity and objectivity

 Produce Character Sprites

 Implement Game

Environment Sprites to game World

 Employ standards in

2

Week 7-11

15 hours

C1 C2 C3

 Character sprites

 Designing Playable and Non Playable Character sprites

Expository Mediated Lecture

Sprites Design

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Page 5 of 6 AY 2016-2017 07/15/2016 /mgpineda

Character sprite designs Exploratory

Laboratory (Hands-on- Individual Centered )

Character Sprites (LE3)

 Develop skills in scripting Sprites to Game world

 Implementing game components physics using coalitions

 Producing a full game output 3

Week 13-18

18 hours

C1 C2 C3 C4

 Initialization using game engine

 Scripting physics movements

 Scripting coalition effects

 Adding Keyboard Controls

 Adding Sounds

 Adding Text

Expository Mediated Lecture

Exploratory Laboratory (Hands-on- Individual Centered )

Physics Game

Physics (LE3)

Full Game Output (LE4)

Course References:

A. Published Materials

 Introduction to Game Development by S. Rabin

 Fundamentals of Game Development by H.M. Chandler and R. Chandler

 Beginning Game Programming by J. Harbour

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Page 6 of 6 AY 2016-2017 07/15/2016 /mgpineda Grading System:

LECTURE: 70% Class Participation (Written and Oral Examinations, Research Assignments, Reporting)

30% Major Examinations (Written)

LABORATORY: 60% Laboratory Exercises (Hands-on Laboratory) 40% Major Examinations (Hands-on Laboratory) PASSING AVERAGE: 50%

RANGE EQUIVALENTS (COMPUTED AVERAGES & TRANSMUTED VALUES)

Range of computed average Range of Transmuted Value Grade General Classification

96.40 100.00 97 100 1.00 Outstanding

92.80 96.3999 94 96 1.25 Excellent

89.20 92.7999 91 93 1.50 Superior

85.60 89.1999 88 90 1.75 Very Good

82.00 85.5999 85 87 2.00 Good

78.40 81.9999 82 84 2.25 Satisfactory

74.80 78.3999 79 81 2.50 Fairly Satisfactory

71.20 74.7999 76 78 2.75 Fair

70.00 71.1999 75 3.00 Passed

BELOW Passing Average 5.00 FAILED

Failure due to absences 6.00 FA

Unauthorized Withdrawal 8.00 UW

Officially Dropped 9.00 Dropped

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