Academic Plan GAME & SIMULATION FOUNDATIONS

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Academic Plan GAME & SIMULATION FOUNDATIONS Unit Number: 1 GETTING STARTED PACING: 3 INSTRUCTIONAL MEETINGS Getting started Modeling 3DS Interface Right Click Menus Material Editor Track View Video Post Expert Mode Rendering; Bitmap; Vector: Paint Programs; Draw Programs: Animation: 2 Dimensional: 3 Dimensional: Pull Down Menus: Menu Bar: Floating toolbar: Docked toolbar: Create Panel: Main toolbar: Rollout: Drawing area: Time slider: Track bar: Prompt line: Status bar: Coordinate Display: Time Controls: Viewport Navigation: Powerpoint Presentations

Panels: Right click menus: Short cut menus: Quad menus: Cascading submenus: Material editor: Expect mode: Home Grid: Orthographic Views: Display Mode: Smooth & Highlights: Wireframe: Units setup: Snaps: Unit Number: 2 CREATING BASIC 3D GEOMETRY PACING: 5 INSTRUCTIONAL MEETINGS Standard Primitives Box Sphere GeoSphere Cylinder Tube Cone Pyramid Torus Plane Teapot Standard Primitive; Box; Sphere; GeoSphere; Cylinder; Tube; Cone; Pyramid; Torus; Plane;

Animation sneak peak Moving Rotating Scaling Teapot; Segment; Parameter; Command Panel; Hemisphere; Chop; Squash; Base; Apex; Transform; Move; Rotate; Scale; Generate Mapping Coordinates Unit Number: 3 CREATING EXTENDED PRIMITIVES AND PATCH GRIDS PACING: 5 INSTRUCTIONAL MEETINGS Extended Primitives Hedra Chamfer Box Chamfer cylinder Capsule Oil tank Spindle Prism Gengon L-Ext C-Ext Torus Knot Extended Primitives; Hedra; Chamfer Box; Chamfer Cylinder; Capsule; Oil Tank; Spindle; Prism; Gengon; L-Ext; C-Ext; Torus Knot;

Ring Wave Hose Patch Grids Quad Patch Tri Patch Ring Wave; Hose; Patch Grid; Quad Patch; Tri Patch Unit Number : 4 CREATING BASIC 2D GEOMETRY PACING: : 5 INSTRUCTIONAL MEETINGS Splines Autogrid Line Rectangle Circle Arc Ellipse NGon Donut Star Helix Section Spline; Line; Rectangle; Circle; Arc; Ellipse; NGon; Donut; Star; Helix; ; Section; Adaptive; Optimize; Auto Grid;

Bézier; Interpolation Unit Number: 5 MODEL EDITING PACING: 5 INSTRUCTIONAL MEETINGS Undo/Redo and Hold/Fetch Selecting Objects Transforms & Transforms Cursor Movement Coordinate Center Moving Rotating Scaling Transform Type-in Cloning and Stack Hold Fetch Transforms Object Space (OSMs) World Space (WSMs) Stack Bend Gizmo Taper Twist Extrude

Applying Displaying Buttons Parametric Deforming Mesh Editing Lathe Weld Flip Normals Normals Hiding and displaying Objects Grouping Aligning Arrays Spacing Unit Number: 6 CREATING COMPOUND OBJECTS PACING: 5 INSTRUCTIONAL MEETINGS Loft objects Boolean Objects Terrain Creation Method Surface Parameter Path Parameter Skin parameter Union Subtraction Intersection Cut Operand Extracting

Unit Number: 7 INTRODUCTION TO MATERIALS AND RENDERING PACING: : 5 INSTRUCTIONAL MEETINGS What is rendering? What is a material? Intro to Material Editor Render scene dialog Activeshade Material Libraries Compact Material Editor Slate Material Editor Map/Material Browser Applying Materials Material Editor Pull Down Menu Render Scene Dialog Box Still Image Saving rendered image Display active shade

Unit Number: 8 MODELING WITH MODIFIERS PACING: : 5 INSTRUCTIONAL MEETINGS Selection Surface Patch/Spline Mesh Editing Parametric Deforming Free Form Deforming Animation Work Space Modeling with Mesh Selection Patch Select Surface Material Displacement Surface Edit Patch Normalize Spline Surface Editing Edit Mesh Delete Mesh Tessellate Displace Deform Lattice Deform Push Deform Xform FFD Deform Applying/Using

FFD Animation Flex Animation Melt World Space Modeling with Unit Number: 9 INTRODUCTION TO LIGHTING PACING: : 4 INSTRUCTIONAL MEETINGS Types of Lights Omni Lights Spot Lights Directional Lights General Parameters Intensity/Color/Attentuation Rollout Ambient Light 03.03 Define and use the necessary vocabulary related to gaming and Student Created drawings

Unit Number: 10 INTRODUCTION TO CAMERA PACING: : 4 INSTRUCTIONAL MEETINGS Cameras Creating Cameras Cameras Target Camera Free Camera Camera Parameters tools to enhance and ease game 03.03 Define and use the necessary vocabulary related to gaming and 22.0 Become familiar with popular game tools such as DirectX, 3DS Student Created drawings Unit Number: 11 INTRODUCTION TO PARTICLE SYSTEMS PACING: : 4 INSTRUCTIONAL MEETINGS Types of Particle Systems Creating Particle Systems Spray Super Spray Snow Blizzard PArray Cloud tools to enhance and ease game 03.03 Define and use the necessary vocabulary related to gaming and 22.0 Become familiar with popular game tools such as DirectX, 3DS Student Created drawings

Animation Introductions Animating in 3DS Setting key Animation Mode Motion blur Cel Animation Computer Animation Storyboards Animation Length Moving Between Frames Creating Keys Keyframe Motion Blur Unit Number: 12 ANIMATING A SCENE PACING: : 4 INSTRUCTIONAL MEETINGS

Preview and Animation Rendering the Animation Environment & Background Make Preview Dialog Box View Preview Setting render view Output Size Rendering Animation View Animation Environment Dialog Box Background Settings Map Button Rendering Effects Unit Number: 13 RENDERING AN ANIMATION PACING: : 4 INSTRUCTIONAL MEETINGS

Unit Number: 14 DESIGNING AND CREATING A GAME PACING: : 10 INSTRUCTIONAL MEETINGS Using Game Maker Chase game Maze game Actions - Adventure Game - Anti-aliasing - Backgrounds - Cartesian Coordinate System - Cheats - Collision Detection - Create Executable - Debug - End user license agreement (EULA): Events - Experience Points - Fade - Frame animation- Frame - Game Maker - Genre - GUI - Hertz (Hz) - Hexadecimal - 02.01 se a number of computer tools to enhance and ease game 02.02 Use a game engine to create a playable game. 02.03 Use animated objects 02.04 Program sound and music to enhance the game experience. 02.05 Test and debug the completed game. 17.01Identify, define, and discuss professional game design and analysis terminology appropriate for internal and external communications in a game design environment. 17.02Identify and define the vocabulary used by game players and online gaming communities. 18.01 Test and analyze games to determine the quality of rules, interfaces, navigation, performance, Games Wesites Student Created games

Hit Points - hspeed - Instances - Lag - MMORPG - Objects - Path finding - Paths - Pixel - Plot- Programmer - Raster graphics - Resolution - Resources - RGB color - Rooms - Scripts - Sprite - ure mapping - Tiles - Time Line - Vector graphics - vspeed - x-coordinate - y-coordinate play, artistry and longevity in design and structure. 18.03Identify the key elements in a game and make intelligent judgments about whether the game succeeded or failed in its objectives. Z-order -