Number sequencing next to course name means the following: first digit designates the number of lecture hours for the course; the second digit designates the number of lab, clinic or practicum hours; and the third digit designates the credit hours for the course.
In addition to listed prerequisites, students must earn grades of "C" or higher in each major field course and AGGP prerequisite to progress in the program.
AG 101 Introduction to Game Design and Creation with Programming 2-3-3
This course will focus on two major aspects of computer gaming. The first focus will be the overview of games and their development. Career paths in the entertainment field will be reviewed. Critical criteria for gaming success will be researched. Game design concepts to be covered include the history of game programming, game psychology, and creating a game design outline. The second focus will be the hands on development of games, with all their major features incorporated, using a scripting language, such as available in Adobe Flash. Recommend taking or have taken CP107 or have basic programming skills. In addition, have a working knowledge of Windows operating system. A grade of C or higher must be achieved to meet the prerequisite criteria for subsequent major field courses.
AG 103 Introduction to Content Development 2-2-3
This course is designed for students entering the AGGP program to gain practical experience in developing content using applications, techniques, and standards used by the game industry. This course includes an introductory overview of image editing and manipulation, sprites, tiles, and tile based worlds. Course material is reinforced through with hands on assignments and the creation of a portfolio. (Prerequisite: Working knowledge of current desktop operating systems) Students who do not intend to enter the AGGP Program should instead consider enrolling in VRTS 193: Introduction to Photoshop.
AG 110 Math and Physics for Game Programmers 2-3-3
Converting scientific principles and equations into code is a critical game programming skill. Programmed applications which use math and physics concepts will form the foundation for this hands-on course. Increasing one’s critical thinking abilities and learning how to make the conceptual become ‘real’ are two of the course’s main goals. Topics covered will include 3D perspective; collision reactions; equations of motion; implementation of friction and gravity; and 2D and 3D transformations using vectors and matrices. (Prerequisites: AG 101; and MT 124 or MT 133 with grades of "C" or higher; or with permission of instructor. Alternatively students may have completed or may take concurrently a higher level math course, including: MT 134, MT 205, MT 205, MT 206, or MT 210, and have successfully completed AG 101.)
AG 121 Data Structures with C++ 2-3-3
Introduces programming abstract data types and how they are designed. There will be an emphasis on effective design using C++ Object Oriented Programming (OOP) including encapsulation, inheritance and polymorphism. Students will use the Standard Template Library (STL) as well as their own classes to code these data types in functioning programs to understand how to effectively organize information. Structures examined will include stacks, queues, linked lists, dictionaries, maps, binary trees and hash tables. The effective use of C++ topics such as pointers, operator overloading, recursion, sorting and templates will be covered. An introduction to algorithm analysis and asymptotic (Big O) notation will be covered. The concepts of multithreaded programming will be explored. File parsing using XML will be introduced. (Prerequisite: CP 107 or with permission of Program Coordinator for AGGP)
AG 131 Introduction to 2-D and 3-D Game Development 2-3-3
This course focuses on the fundamental aspects of programming, development, and design for games using 2-D gameplay. Other topics explored include an introduction to 3-D programming, single-system multiplayer programming, multi-platform programming, and support for data originating from level editors. The coursework is structured with several hands on projects, classroom presentations, a team project, and a final public presentation. (Prerequisites: AG 101, AG 103, and CP 107, or with permission of Program Coordinator for AGGP)
AG 225 3-D Game Engine Application Development 2-3-3
Students in this course will use a commercially available game engine or framework. The majority of the work in the class will be hands-on using these technologies. A common practice within the industry is team development of applications using licensed game engine technology. Students will understand how to use the engine's interwoven mesh of different systems, which include from user input, networking and rendering. Game modification, also known as "Modding", and source control will be covered. (Prerequisites: AG 110, AG 121, AG 131 and AG 235 or with permission of Program Coordinator for AGGP)
AG 235 Digital Art Modeling and Animation 2-3-3
This course is an introduction to modeling and animation for game programmers to provide a common understanding to work with artists and designers in an effective manner. Topics include modeling, material creation, basic lighting, and an introduction to skeletal animation. Models will be created and then used to understand animation and asset pipelines using current industry tools and engines. Course topics are applied through practical hands on assignments. (Prerequisite: AG 103 or permission of Program Coordinator for AGGP)
AG 255 Application Development and Software Prototyping 2-3-3
Current application development can target multiple platforms across a range of devices such as phones, tablets, smart devices, consoles, and personal computers. Students will study current technologies for cross platform development and deployment. Several intense hands- on software prototype projects will be required where students will design a concept, build a proof of concept, and conduct a postmortem review. (Prerequisites: AG 110, AG 121, AG 131 and AG 235, or with permission of Program Coordinator for AGGP )
AG 270 Emerging Game Technologies 2-3-3
The field of game development is rapidly evolving. Changes driven by emerging technologies include new devices, new platforms, evolving software tools, and enhanced content delivery. The means to assimilate new technology in the workplace and the impact on business models will be explored. Several intense, hands-on projects will be assigned. (Co/Prerequisite: CP 252; Prerequisites: AG 110, AG 121, and CP 240 or with permission of Program Coordinator for AGGP)
AG 291 Project Definition and Portfolio Specifications 1-3-2
Leaving NHTI with a polished, professional portfolio is one of the most important program benefits for an AGGP graduate. With these portfolios our students find themselves in better positions to compete in the hiring process, to transfer to other schools, and to receive scholarships for further education. In AG 291, students begin the construction of a professional industry portfolio. Assignments given to support an effective portfolio include collecting and polishing potential portfolio pieces, crafting resumes and cover letters, and learning job search networking techniques. An exemplary individual project intended to be included in a portfolio is required in addition to other assignments. A study of game theory and game projects will be used to define a team capstone project to be undertaken in AG294. (Prerequisites: Completion of all AGGP major courses in the first year of the curriculum; co-requisites: additionally, the student must be enrolled or have already taken all AGGP major courses for the fall semester of the second year curriculum; or with permission of Program Coordinator for AGGP.) Students enrolling in AG 291 come with the expectation that they will directly enroll in AG 294 in the next semester. Students who do not take AG 294 in the next semester after taking AG 291 must re-take AG 291 before enrolling in AG 294. Students who have passed AG 291 but who are required to re-take the course should be aware that the cost of the course may not be covered by financial aid and should consult with the Financial Aid Office prior to registration.
AG 292 Portfolio Development 2-3-3
This course is a culminating demonstration of the student’s experience in the AGGP program. Students will complete the work started in AG291 to build a professional portfolio demonstrating the breath and width of one’s technical skills, programing languages and technologies learned. An effective industry portfolio is an on-line website that is structured to showcase ability, aspirations, and background that makes the student standout. A portfolio is critical to being competitive in order to obtain a job in the game industry. It may also be instrumental to transfer to another school for continued education. An additional exemplary individual project intended to be included in one's portfolio is required. (Prerequisites: AG 291 Project Definition; completion of all major AG courses in the first year of the curriculum and all major AGGP courses in the second year fall semester and Corequisites: additionally the student must be enrolled in all the AGGP courses for the spring semester of the second year curriculum or have completed these courses; or with permission of Program Coordinator for AGGP)
AG 294 Animation and Graphic Game Programming Capstone Project 2-5-4
Students will be working on campus in team projects or off-campus on internships. Students will be creating projects based on the specifications developed in AG 291. The lab portion of this class is devoted for student project development. All work, either on-campus or off-campus, will be supervised by an NHTI instructor and students are expected to work at an industry performance level. Final team presentations of the work accomplished are part of this course. (Prerequisites: AG 291 Project Definition completed during the previous semester. Summary of all prerequisites: completion of all major AG courses in the first year of the curriculum and all major AG courses in the second year fall semester; co-requisites: additionally, the student must be enrolled in all the AG courses for the spring semester of the second year curriculum or have completed these courses; or with permission of Program Coordinator for AGGP)