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Course Descriptions
Animation and Graphic Game Programming

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.

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. (Co-requisite: CP 107 or permission of instructor based on basic programming skills and a working knowledge of Windows operating system)

AG 110 Math and Physics for Game Programmers 2-3-3
Math and physics play key roles in game programming. Effective use of math is needed for code design, data structures utilization, using design patterns, developing artificial intelligence (AI), using scripting engines, controlling 3D pipelines and texture mapping development. Math is also needed to implement the physics utilized in Newton's laws and concepts of collisions and reactions. Programmed applications which use math and physics in game development will form the foundation for this hands on course. (Prerequisites: AG 101 and MT 123 or MT 133 or with permission of instructor. Alternatively, students may have completed or are taking at the same time higher level math courses which are MT 134 or MT 205 and have taken 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 game programming and development using C# and the XNA Game Studio framework. Students will learn cross platform programming between Microsoft Windows and Xbox 360 systems. 2-D game programming will be used explore fundamental aspects of game programming, design, and development. 3-D programming, single-system multiplayer programming, and implementation and support of level editing software will be covered. Windows Phone and other hand held programming technologies will be explored. A team project and final presentation is required. (Prerequisites: AG 101 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 120, AG 130 and AG 235 or with permission of Program Coordinator for AGGP)

AG 235 Digital Art Modeling and Animation 2-3-3
Introduction to the key aspects of modeling and animation for game programmers using Autodesk 3ds Max. Game programmers and graphic artists must work together as a team and communicate each other's needs. Having a working knowledge of the development application typically used by artists will assist in that understanding. Models will be used to understand the animation process and their conversion for game engines. Topics include modeling of surfaces, textures, materials and lighting in 3ds Max and games. (Prerequisite: DV 193 or permission of Program Coordinator for AGGP)

AG 250 DirectX Application Development with C++ 2-3-3
DirectX is the one of the most commonly used graphical Application Program Interface (API) in the gaming industry. DirectX and Managed DirectX APIs can be manipulated from several languages and scripts. This course focuses on C++ DirectX development under the Windows Operating System. DirectX APIs standardize the communications between hardware and software. DirectX provides access to the low-level interface to the hardware thus allowing for better performance and more advanced features than Window's without DirectX can provide. Control of graphics cards (covering multiple aspects of 2-D and 3-D Graphics), input devices and sound cards are topics that will be covered. As preliminary groundwork and for optional use in AG 294 (AGGP Senior Project), a final AG 250 team or individual project that showcases the implementation of multiple DirectX features is one of the course's requirements. (Co/Prerequisite: CP 240; Prerequisites: AG 110, AG 121, and AG 131 or with permission of Program Coordinator for AGGP)

AG 270 Emerging Game Technologies 2-3-3
The field of game development is rapidly evolving. Primary factors instigating changes are the enhanced means of content delivery and platforms such as internet and digital distribution, new human-machine interfaces, mobile phone and hand held devices. These changes are opening the game industry to a wider range of development companies and business models. This will be an intense hands-on course. Much of the AGGP core curriculum will be needed to support the focus on multiplayer games linked to data structures and data bases to maintain game status. An emphasis will be placed on integrating Actionscript programming or other web interface technologies networked with authoritative socket server technology. Other technologies will be introduced and explored as they mature. (Co/Prerequisite: CP 252; Prerequisites: AG 110, AG 220, and CP 240 or with permission of Program Coordinator for AGGP)

AG 290 Project Definition and Portfolio Specifications 1-0-1
This course has two objectives for students. The first objective is to start each student's process to developing their own portfolio. This course achieves this first through explaining major concepts about the industry related to portfolios. By the end of the term, students are expected to have the start to a portfolio which could be shown to a prospective company for hiring or intern selection purposes. The second major objective of this course is to generate documentation for projects to be developed in AG 293. Students who will be taking part in off-campus spring internships will be selected. (Prerequisite: completion of all first year AG courses; co-requisite: second year fall semester AG courses; or permission of Program Coordinator for AGGP)

AG 292 Portfolio Development 2-3-3
Critical to breaking into the game industry is the development and refinement of an impressive portfolio showing both team and individual content. The portfolio is the means to display one's skills and ability to work within a team. Each portfolio is developed as an individual student effort. AG 292 builds upon the work already started in AG 290. The lab in this course is devoted to a major portfolio piece or for students to be available for an internship off-campus. Students are expected to prepare a presentation of their work as part of this course. (Prerequisites: AG 290 Project Definition. Summary of all prerequisites: 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 290. 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 290 Project Definition. 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)

Revised: 17 Aug 2010

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