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Standards Framework

for Nevada Digital Game Development

158

Standards in this Framework

Standard Description
1.1.1 Explain the history of computing technologies that impact the game development industry
1.1.2 Explore non-digital games
1.1.3 Research the evolution of video games
1.1.4 Describe the different game genres
1.1.5 Evaluate contributions of individual game designers and developers
1.2.1 Explore careers in designing and developing interactive experiences
1.2.2 Research careers in non-interactive media using real-time game engines, including Architectural, Engineering and Construction (AEC), virtual production, architectural visualization, simulation, product/industrial design, and advertising
1.2.3 Describe career pathways in software engineering, quality assurance, and testing
1.2.4 Review roles of the producer, designer, art director, tech artist, and programmer
1.2.5 Explain the career path of an independent developer
1.2.6 Research labor market information in related industries
2.1.1 Explain the interdependence of team members between artistic, technical, and production disciplines
2.1.2 Outline the process of developing a game from concept to delivery and support
2.1.3 Compare various types of collaboration tools, e.g., version control, shared storage, cloud services
2.1.4 Explain the value of version control
2.1.5 Explain the purpose of vertical slice
2.1.6 Discuss various optimization techniques
2.1.7 Describe good quality assurance practices
2.2.1 Explore the components of game structure
2.2.2 Analyze the essentials of storytelling, including visual and environmental story telling
2.2.3 Explain the characteristics of a nonlinear story
2.2.4 Create rules for a game, e.g., levels and/or interactive flow
2.2.5 Compare conflict and outcomes
2.2.6 Develop objectives and outcomes for a game
2.2.7 Explain the importance of usability and how it impacts user experience
2.2.8 Explain in-game economies, motivators, and point systems
2.3.1 Research various styles of game documentation
2.3.2 Develop a technical design document (TDD)
2.3.3 Develop components of a game design document (GDD)
2.3.4 Develop a list of required game assets
2.3.5 Produce a game design document
2.3.6 Produce a game pitch document
2.3.7 Present game documentation
2.4.1 Compare categories of game mechanics
2.4.2 Research victory condition mechanics of a game
2.4.3 Discuss relationships between game mechanics, game play, and interactivity
2.4.4 Investigate what makes a game engaging, “fun,” and playable to the user
3.1.1 Evaluate the use of layout and composition
3.1.2 Explain color theory
3.1.3 Describe the principles of animation
3.1.4 Describe the role of perspective
3.1.5 Compare design considerations for environmental, assets, characters and User Interface (UI) creation
3.1.6 Describe the characteristics and purposes of 2D, 2.5D, and 3D art
3.1.7 Evaluate the importance of artistic style and implement it with continuity
3.2.1 Identify components of a level and its environment
3.2.2 Compare processes of creating interior versus exterior environments
3.2.3 Compare level design of linear games to open world games
3.2.4 Research terrains for a specific environment
3.2.5 Discuss the concept of leveling up with increasing complexity
3.2.6 Describe the impact of story (explicit, implicit and emergent) on level design
3.2.7 Explain the importance of flow, distance, timing, and choke points
3.2.8 Storyboard levels including flow and choke points
3.3.1 Investigate the twelve major character archetypes
3.3.2 Contrast architypes versus stereotypes as they relate to diversity and inclusion
3.3.3 Describe basic character backstory, strengths and weaknesses
3.3.4 Explain the visual design of characters in relation to the “game feel” and artistic style
3.3.5 Describe the connection between character arc and character progression
3.3.6 Conceptualize and illustrate original game characters and assets
3.3.7 Examine the roles, purpose, and design of non-player characters (NPC)
3.3.8 Explain the difference in design between static and dynamic game objects, e.g., props, decorations versus characters, morphing objects
3.3.9 Detail the difference between organic and hard surfaces
3.4.1 Create a victory condition
3.4.2 Assemble immersive elements into a game
3.4.3 Establish a reward system and in-game economics
3.4.4 Apply game mechanics to a game world
3.4.5 Balance and test game mechanics
4.1.1 Explain basic logic statements (e.g., if/then, cause/effect)
4.1.2 Explain the purpose and use of functions
4.1.3 Describe nested functions
4.1.4 Describe uses of Boolean operators and symbols associated with them
4.1.5 Demonstrate proper use of order of operations
4.1.6 Use logical thinking to create a diagram of code execution
4.1.7 Describe various types of loop structures used in programming
4.1.8 Describe the differences between compiled and interpreted code
4.1.9 Explain methods for producing artificial intelligence (AI) to control Non-Playable Characters (NPC)
4.1.10 Research design patterns in game programming (single, factory, and state)
4.2.1 Differentiate between syntax and semantics
4.2.2 Identify differences between compile and runtime errors
4.2.3 List primitive data types
4.2.4 Describe how arrays are used to store objects in a list
4.2.5 Demonstrate input from different sources
4.2.6 Identify expected input and output of methods/functions
4.2.7 Explain the connection between visual programming and coding/scripting
4.2.8 Compare the use of constants and variables
4.2.9 Describe the implications of access modifiers (private/public, local/global)
4.2.10 Explore engine/programming documentation to understand available methods/functions
4.2.11 Describe object-oriented programming (OOP)
4.3.1 Utilize code to modify objects based on collision detection and player activation
4.3.2 Develop code or visual script that changes aspects of player movement (e.g., sprint, jump)
4.3.3 Develop code or visual script that responds to a graphic user interface (GUI) input (e.g., user interface design (UI) button press
4.3.4 Develop code or visual script that responds to hardware input (e.g., keyboard key or mouse press)
4.3.5 Generate test cases and expected results
4.3.6 Format and display the value of a variable to a GUI
4.3.7 Implement a basic point system for a game using visual scripting or code
4.3.8 Verify game functionality through testing and debugging
5.1.1 Explain the characteristics and major components of game engines (render, compiler, editor)
5.1.2 Research various game engines for a software platform, target hardware, game style, or genre
5.1.3 Research supplemental tools necessary to create a specific development pipeline
5.1.4 Describe a complete game pipeline including the use of primary and supplemental tools and how they are used
5.1.5 Compare world scales between software tools
5.1.6 Describe considerations for importing and exporting assets
5.1.7 Define a standard directory structure and file naming conventions
5.2.1 Define the type, structure and size of player environment
5.2.2 Place and define non-player characters (NPC) into the environment
5.2.3 Build boundaries, borders, and obstacles of levels within the game
5.2.4 Place triggers and develop scripted events
5.2.5 Create multiple levels for a game including start and closing screens and playable level(s)
5.3.1 Research examples of GUI in digital and real-world environments (e.g., Heads Up Display [HUD] and road signs)
5.3.2 Define and implement required elements for various GUIs
5.3.3 Create flowcharts that map the GUIs’ functionality
5.3.4 Design GUIs that use standard text, 2-D, and 3-D elements (buttons, progress bars, icons, etc.)
5.4.1 Create storyboards for planning animations
5.4.2 Change an object’s state or position over time
5.4.3 Establish an object’s relative speed (timing versus frame rate)
5.4.4 Describe the difference between global time and local time
5.4.5 Describe the difference between forward and inverse kinematics
5.4.6 Examine the process of particle creation and its application to game design
5.4.7 Explain how joints, sockets, bones, and skins are used
5.4.8 Create a parent/child hierarchy
5.4.9 Simulate rigid body dynamics (e.g., shattering wall, breaking glass)
5.4.10 Animate game objects using triggers
5.4.11 Describe the process of motion capture for animation
5.4.12 Practice the use of cinematics and camera movements in game engines
5.5.1 Integrate different types of audio (e.g., sound effects, ambient background, dialogue, user experience design (UX), and score)
5.5.2 Practice creating triggers for sound, mixes, and/or loops
5.5.3 Determine acceptable media formats and files for game development (e.g., sound, graphics, video)
5.5.4 Identify and import appropriate media into a game engine
5.6.1 Explain the application of low polygon and high polygon construction for real-time environments
5.6.2 Create game assets from references and game design documents (GDD)
5.6.3 Create hard surface and organic models using design principles (props or characters)
5.6.4 Apply texturing/surfacing/shading/grunging to models and normal mapping
5.6.5 Render or produce a high-resolution screenshot from within a game engine
5.6.6 Real-time render a video, animated sequence or cutscene in a game engine
5.6.7 Differentiate UVW mapping and world coordinate systems
5.6.8 Explain the importance of pre-baking lights and shadows for real-time interactive environments
5.6.9 Implement basic lighting for ambient and artificial light
5.6.10 Create an environment including terrain, foliage and/or static objects
5.6.11 Create custom materials/shaders
5.6.12 Describe the use of Level of Detail (LOD) substitution, MIP mapping textures, and culling objects
6.1.1 Research laws that govern intellectual property in diverse forms
6.1.2 Evaluate Creative Commons and open source licensure
6.1.3 Explain copyright, trademark, and other intellectual property protection
6.1.4 Identify key elements of non-disclosure agreements (NDA) and contracts
6.1.5 Adhere to intellectual property laws and regulations and cite proprietary content and derivative works
6.1.6 Explain Entertainment Software Rating Board (ESRB) and other rating systems for digital games
6.2.1 Explain invasion of privacy in the use of technology
6.2.2 Explore the issues of piracy and digital rights management (DRM)
6.2.3 Model acceptable security practices
6.3.1 Discuss diversity and inclusivity in games and the gaming industry
6.3.2 Discuss social responsibility and issues concerning video gaming
7.1.1 Describe integration of social components in a game
7.1.2 Explain the role of social media in the gaming community
7.1.3 Describe professional events in digital gaming
7.2.1 Summarize characteristics of cloud gaming
7.2.2 Evaluate the advances of multi-player gaming
7.3.1 Discuss trends in input devices
7.3.2 Examine current trends in output devices and displays
7.3.3 Explore advances in peripheral devices