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Video Game Design Compositionby D Michael Ploor
Synopses & Reviews
Video Game Design Composition provides students specific coverage of video game design in a second-year curriculum. The teaching package provides curriculum “in a box”—all of the resources needed to teach a video game design class are included. This turnkey curriculum is a complete guide to immersion in the field, from beginning each game build project through completion, integration, and marketing.
Video Game Design Composition is specifically designed for a high school second-year video game design class. Content and game builds are age appropriate, and learning is focused on the skills students need to prepare for college and career.
The Software Design Guide (SDG) provides the hands-on application of the theory presented in the textbook. The SDG should be considered an integral part of the curriculum. It is where students take the theory learned in the textbook and use that knowledge to build video games. Working in simulated design teams, students will experience all aspects of video game design, from the planning stages, through the design and programming, and concluding with a capstone project.
Each chapter in the SDG is correlated to the textbook chapter. There are several activities for each chapter. The last chapter in the SDG is a capstone project that requires students to apply all of the knowledge acquired in the textbook and SDG. Includes game Engine Software.
Video Game Design Composition delivers in-depth instruction, including theory and application, on the details of video game design. This full-year curriculum is authored by an active instructor with over a decade of classroom experience teaching video game design. Included scope and sequence chart information outlines each days activities for the student and the instructor.
A free, fully functional game engine download is included with the Software Design Guide.
STEM, college and career readiness, portfolio, teamwork, and event preparation activities are included in every chapter.
Text content is aligned with the International Game Developers Association (IGDA)recommended educational framework.
About the Author
Mike Ploor is a business technology education teacher in Hillsborough County Public Schools (Tampa, FL). He has been teaching video game design for several years. This teaching package was developed based on his classroom experiences. Mike also has private-sector experience in business and computer programming. Mike is a National Board Certified Teacher and holds a B.S. in Marketing and an M.B.A.
Table of Contents
Chapter 1 Design Composition
Chapter 2 Character Composition
Chapter 3 Story Composition
Chapter 4 Interface Composition
Chapter 5 Immersion Composition
Chapter 6 Strategy Composition
Chapter 7 Puzzle Composition
Chapter 8 Sound FX Composition
Chapter 9 Art Composition
Chapter 10 Three-Dimensional Art Composition
Chapter 11 Animation Composition
Chapter 12 Programming Composition
Chapter 13 Simulation Composition
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