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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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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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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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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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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
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