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 |