Synopses & Reviews
Introduction to Video Game Design is a fun and easy text/software design guide that requires no previous knowledge of programming or game design. This text/software design guide introduces students to the fundamentals of video game design and provides hands-on experience using the freeware Game Maker game engine.
- Activity-based, integrated curriculum: game-theory reading with gamebuilding application lessons.
- Designed to fit into existing high school or middle school CTE curriculum.
- Text and Software Design Guide in one!
Introduction to Video Game Design integrates cross-curriculum and STEM activities. Students apply principles of advanced mathematics and science through STEM reading material applied in the game building lessons. Other concepts of language arts, social sciences, and applied technology make this one of the most ideal applications of STEM integration. This innovative and flexible product integrates STEM lessons for 15, 20, 30, 45, or 90 days/hours of instruction.
Synopsis
Video Game Design Foundations provides students with a complete understanding of the technological and creative aspects of video game design in an easy-to-follow format. This "curriculum in a box" is the complete guide to immersion in the field, from beginning each game build project through completion, integration, and marketing. Simulated design teams will have the opportunity to learn all aspects of team building, including the creative, business, and technological components required to launch a new video game system. Students will participate in a simulation of a real video game design team, seeing each project from origination to fruition.
Synopsis
Video Game Design Foundations provides all of the resources needed for the classroom. Access to easy-to-use game engine software is available with the Software Design Guide, and a detailed scope and activity sequence chart is included in the teaching package. Aligning with the International Game Developers Association (IGDA)recommended educational framework, lessons provide a top-level overview of the video game design process, from the beginning of the game build to the sales and marketing of the final product. STEM, college and career readiness, and Career and Technical Student Organization event preparation activities are included in every chapter.
Instructors can quickly and easily establish a video game program within their schoolsno previous experience is needed.
Author teaches video game classes at the high school level and consults with states on course standards.
Content and game builds are age appropriate.
Synopsis
The Software Design Guide 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. The activities in the software design guide make use of The Games Factory 2, which is a fully-functioning game engine (not a demo version). The Games Factory 2 is available free to schools with the purchase of the software design guide. It may be installed on any school owned or leased computer.
About the Author
D. Michael Ploor is the author of three textbooks on the subject of video game design: Introduction to Video Game Design, Video Game Design Foundations, and Video Game Design Composition. He is a National Board Certified Teacher in Career and Technical Education and holds an MBA degree from the University of South Florida. He maintains professional teaching credentials in Business Education (612) and Education Media Specialist (K12). He is currently employed by the School District of Hillsborough County in Tampa, Florida, where he has been teaching video game design at the high school and middle school levels since 2001.
Mr. Ploor developed STEM curriculum while serving as the lead teacher in the Career Academy of Computer Game Design at Middleton Magnet STEM High School. Mr. Ploor has applied his skills as a STEM Curriculum Integration Specialist in designing innovative curriculum and by collaborating to construct the state standards for video game design in several states. He has also been instrumental in authoring competitive events for Career and Technical Student Organizations such as the Future Business Leaders of America (FBLA) and Phi Beta Lambda (PBL). He continues to work closely with many game design studios, producers, and software developers to align educational objectives to workplace-ready skills. In addition to publishing textbooks and lessons, Mr. Ploor provides professional development as a frequent presenter at regional and national conferences to promote STEM education and video game design curriculum for the high school and middle school levels.
Table of Contents
1. My Role on the Team
2. Computerized Entertainment and Classification
3. Evolution of the Game
4. Perspective, Scene Design, and Basic Animation
5. Collision Theory and Logic
6. Game Systems, Personal Computers, and Hardware
7. Play and Game Culture
8. Reverse Engineering and Professional Reviews
9. Large-Scale Design Process
10. Global Economy and Supply Chain