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Crisis Centre

Courses

Courses available in the Game Development & Entrepreneurship program will provide with the opportunity to acquire the knowledge and develop skills required to quickly advance your career. Courses are grouped in four main areas including Programming, Art, Design, and Entrepreneurship supported by the faculty through their teaching and research experience. 

 course areas

Here are some of the courses associated with all areas of Game Development. For the full list, please refer to the Program Maps Section. For specific information on the current catalogue, please visit the Game Development and Entrepreneurship Calendar.

FIRST YEAR - THE FUNDAMENTALS

  • GAME DESIGN
    This course will introduce students to the basic concepts in game design. They will be introduced to rapid iteration techniques and the non-digital design of board games to paper-prototype their game mechanics. Learn how to design basic board, card, dice and digital games and gain practice in designing game mechanics.
  • ART
    This is an introduction to the fundamental concepts of graphics, principles of light and shadow, and visual image creation, from the perspective of designing assets for video games. Focus will be placed on the use of traditional techniques and how they transition to digital techniques. Students will develop and refine their creative skills for further developing their game concepts.
  • MATH/PHYSICS
    This course will introduce students to the basic mathematical concepts they will require to be effective as a game programmer, a game designer, game producer and a game artist. They will explore linear algebra concepts as well as discrete math concepts and how they relate to game development.
  • PROGRAMMING
    This course introduces students to general computer programming principles, logics and problem solving skills. Topics include data types, variables, operators, expression, statements, blocks, control flow statements, functions (routines), arrays, pointers, and basic concepts of structures. The course uses a programming language such as C or C++ for illustrating the principle programming concepts.
  • ENTREPRENEURSHIP
    Introduces entrepreneurship as a discipline and covers all facets of entrepreneurship, including economics, society, intrapreneuring, and issues such as starting and managing a successful new business venture; new venture capital, creation, and management.

SECOND YEAR - BEGINNER 3D

  • ANIMATION/LOCOMOTION
    This course introduces students to the concepts underlying computer animation and provides students with a solid basis of animation concepts for game development. Topics include traditional animation techniques, spline animation, interpolation and advanced level contents focusing on theoretical aspects of animation development.
  • INTERMEDIATE GAME DESIGN
    This course introduces the concepts behind game design and production. Topics include story versus narrative, character development, design documentation, idea formation, prototyping and the game production pipeline. Students will be required to utilize an existing game engine to develop a prototype.
  • COMPUTER GRAPHICS/SHADERS
    This course introduces the fundamental knowledge of colour and light covering the various processes on how colour images are captured and recorded in chemical and digital imaging systems. Students will learn ways to manipulate various project components in the production and post-production process using an imaging system. This course helps students develop an understanding of the methods appropriate to research in colour imaging. Students will study methods for image acquisition and reproduction in the context of production systems.
    The basic concepts, tools and techniques of computer graphics are described, and the fundamental transformations of scaling, translation, rotation, windowing, hidden line removal, image processing and clipping are presented. Mathematical tools needed for the geometrical aspects of computer graphics are discussed. Particular emphasis will be placed on new developments in microcomputer graphics. Students will be expected to develop a graphics application using either C++ and/or other programming language with available graphics libraries.
  • MODELING/RIGGING
    This course is an introduction to creation of 3D art assets using computer graphics (CG) software and the consumption of those assets in games. The course will introduce students to CG software similar to Autodesk Maya to create and animate art assets for their games with a technical-art focus. The art to engine pipeline will be introduced where the students will integrate the assets created in existing games and game engines and develop an efficient art-to-engine pipeline.
  • PROJECT MANAGEMENT
    This course focuses on Information Technology and game development projects. The idea is to get students familiarized with the basic project management theories relevant to their projects. It introduces the concepts and tools that pertain to the phases of the project life cycle. In particular, the course will present contrast between Information technology and game development.
  • GAME SOUND
    This course is an introduction to digital sound and audio concepts and their applications in multimedia production. It introduces students to the concepts of programming with sound and audio data. Throughout the course students will apply the theoretical concepts in gaming related programming projects. It presents an overview of gitter, dither and word lengths, high sample rates, distortion, headroom, monitor calibration, metering, depth perception, compression and expansion, equipment interconnection and other digital audio related topics.

THIRD YEAR - INTERMEDIATE 3D

  • GAME ENGINE DESIGN
    Game engine design focuses on providing the tools and skills to develop extensible software that allows expanding further the capabilities of current consumer-level game engines. Tool creation takes the front seat to allow the creation of plugins for integrating sound, animations, physics, human interface devices, and assets amongst others, to increase the flexibility of your engine towards developing a game.
  • NETWORKING
    Network history and architectures; reference Model for Open Systems Interconnection (OSI): descriptions, examples, and applications; routing, multicast deliver; TCP/IP protocol suite; network topologies (ring, bus, tree, star, mesh); local area networks, WAN, wireless networks, the Internet: P2P networking, distributed computing models.
  • GAMES USER RESEARCH
    Understanding usability and user research in game design is a topic of growing interest to game developers. This course provides an introduction to basic and advanced user research methods and a comprehensive review of usability and user research issues and approaches specific to video game development.
  • FINANCE
    This course examines how individual entrepreneurs, companies and capital providers manage the entrepreneurial process and its financial aspects. The course analyzes a wide range of business models and suggests a wide range of solutions to overcome financing and valuation challenges. The course does not only focus on valuation and the analysis of financial challenges that arise over the life cycle of the entrepreneurial venture, but also focuses on the analysis of the people and business models of entrepreneurial ventures.
  • MODELING AND ANIMATION SYSTEMS
    This course builds on more advanced concepts in 3D art assets using computer graphics (CG) software and the consumption of the assets in games. The concepts will include high poly modeling, mesh retopolization (for use in games), camera control and importing their complex scenes in game engines. Students will improve the art-to-engine pipeline by developing tools in the CG software and existing game engines by developing scripts and plugins. Students will also learn efficient ways of converting the shaders in the CG software for use in-game and optimize their assets when importing to game engines.

FOURTH YEAR - ADVANCED CONCEPTS

  • HUMAN COMPUTER INTERACTION
    Virtual reality is a very powerful and compelling computer application by which humans interact with computer-generated environments in a way that mimics real life and engages various senses. This course provides an overview of current virtual reality technology and its applications and presents an analysis of the engineering, scientific, and functional aspects of virtual reality systems and the fundamentals of VR modelling and programming.
  • ARTIFICIAL INTELLIGENCE