Exam 98-374: Gaming Development Fundamentals/Understand Game Design

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This lesson covers Understand Game Design. It looks at game types, game genres, player motivation, user interfaces, components, user data, and XNA.

Activity 1 - Differentiate Among Game Types[edit | edit source]

This objective may include but is not limited to: console, Xbox, MMORPG, mobile games, PC games.

  1. Refer to Rogers, Scott. Level Up: The Guide to Great Video Game Design (West Sussex, UK: John Wiley & Sons, 2010) ISBN 9780470688670
  2. Refer to Schell, Jesse. The Art of Game Design: A Book of Lenses (Burlington: Morgan Kauffman, 2008) ISBN 9780123694966

Activity 2 - Differentiate Among Game Genres[edit | edit source]

This objective may include but is not limited to: fantasy, sports, role playing, card, board, First Person Shooter.

  1. Refer to Rogers, Scott. Level Up: The Guide to Great Video Game Design (West Sussex, UK: John Wiley & Sons, 2010) ISBN 9780470688670
  2. Refer to Schell, Jesse. The Art of Game Design: A Book of Lenses (Burlington: Morgan Kauffman, 2008) ISBN 9780123694966

Activity 3 - Understand Player Motivation[edit | edit source]

This objective may include but is not limited to: quests, tasks, activities, how to win, game goals.

  1. Refer to Rogers, Scott. Level Up: The Guide to Great Video Game Design (West Sussex, UK: John Wiley & Sons, 2010) ISBN 9780470688670
  2. Refer to Schell, Jesse. The Art of Game Design: A Book of Lenses (Burlington: Morgan Kauffman, 2008) ISBN 9780123694966

Activity 4 - Design the User Interface[edit | edit source]

This objective may include but is not limited to: UI layout and concepts, asset management, game state, gamer services.

  1. Read XNA Game Studio.
  2. Read Windows User Experience Interaction Guidelines.
  3. Refer to Miles, Rob. Microsoft XNA Game Studio 4.0: Learn Programming Now! (Redmond: Microsoft Press, 2011) ISBN 9780735651579

Activity 5 - Understand Components[edit | edit source]

This objective may include but is not limited to: differentiate between tool creation and game programming, understand artificial intelligence (AI).

  1. Read Video Games and Artificial Intelligence.
  2. Refer to Millington, Ian, and John Funge. Artificial Intelligence for Games (Burlington: Morgan Kauffman, 2009) ISBN 9780123747310
  3. Refer to Rogers, Scott. Level Up: The Guide to Great Video Game Design (West Sussex, UK: John Wiley & Sons, 2010) ISBN 9780470688670
  4. Refer to Schell, Jesse. The Art of Game Design: A Book of Lenses (Burlington: Morgan Kauffman, 2008) ISBN 9780123694966

Activity 6 - Capture User Data[edit | edit source]

This objective may include but is not limited to: save and restore user data, save and restore game state, handle input states, store data, manage game state, input services.

  1. Refer to Miles, Rob. Microsoft XNA Game Studio 4.0: Learn Programming Now! (Redmond: Microsoft Press, 2011) ISBN 9780735651579
  2. Refer to Rogers, Scott. Level Up: The Guide to Great Video Game Design (West Sussex, UK: John Wiley & Sons, 2010) ISBN 9780470688670
  3. Refer to Schell, Jesse. The Art of Game Design: A Book of Lenses (Burlington: Morgan Kauffman, 2008) ISBN 9780123694966

Activity 7 - Work with XNA[edit | edit source]

This objective may include but is not limited to: understanding the architecture of an XNA game; using built-in XNA tools; work with XNA hierarchy (initialization, update loop, drawing).

  1. Read XNA Game Studio.
  2. Refer to Miles, Rob. Microsoft XNA Game Studio 4.0: Learn Programming Now! (Redmond: Microsoft Press, 2011) ISBN 9780735651579

References[edit | edit source]