Animation and Graphic Game Programming

Degrees and Certificates


AGGP101C: Introduction to Game Design and Creation with Programming

Credits 3

Introduces the student to game design with a focus on core programming concepts and common game mechanics. No prior knowledge of game development is assumed. Several hands-on game programming assignments demonstrate real-world implementations of abstract concepts. A research paper on the game industry and development topics is assigned. Each student is required to create a small game project during the last several weeks of the course. 

AGGP103C: Introduction to Content Development

Credits 3

Gain practical experience in developing content using applications, techniques, and standards used by the game industry. This course includes an introductory overview of image editing and manipulation, sprites, tiles, and tile-based worlds. Course material is reinforced with hands-on assignments and the creation of a portfolio. Students who do not intend to enter the AGGP program should consider enrolling in VRTS 193C.

AGGP131C: Introduction to 2-D and 3-D Game Development

Credits 3

This course focuses on the fundamental aspects of programming, development, and design for games using 2-D gameplay. Other topics explored include an introduction to 3-D programming, single-system multiplayer programming, multi-platform programming, and support for data originating from level editors. The coursework is structured with several hands-on projects, classroom presentations, a team project, and a final public presentation. 

AGGP140C: Digital Art Modeling and Animation

Credits 3

An introduction to modeling and animation for game programmers to provide a common understanding to work with artists and designers in an effective manner. Topics include modeling, material creation, basic lighting, and an introduction to skeletal animation. Models will be created and then used to understand animation and asset pipelines using current industry tools and engines. Course topics are applied through practical hands on assignments.

AGGP225C: 3-D Game Engine Application Development

Credits 3

Use of a commercially available game engine or framework. The majority of the work in the class will be hands-on using these technologies. A common practice within the industry is team development of applications using licensed game engine technology. Students will understand how to use the engine’s interwoven mesh of different systems, which include user input, networking, and rendering. Game modification, also known as “modding,” and source control will be covered.

AGGP231C: Application Development and Software Prototyping

Credits 3

Current application development can target multiple platforms across a range of devices such as phones, tablets, smart devices, consoles, and personal computers. Students will study current technologies for cross-platform development and deployment. Several intense hands-on software prototype projects will be required where students will design a concept, build a proof of concept, and conduct a postmortem review.

AGGP247C: Math and Physics for Game Programmers

Credits 3

Math and physics play key roles in game programming. Effective use of math is needed for code design, data structures utilization, using design patterns, developing artificial intelligence, using scripting engines, controlling 3D pipelines, and texture-mapping development. Math is also needed to implement the physics utilized in Newton’s laws and concepts of collisions and reactions. Programmed applications that use math and physics in game development will form the foundation for this hands-on course.

AGGP291C: Project Definition and Portfolio Specifications

Credits 2

Students begin the construction of a professional industry portfolio. Assignments given to support an effective portfolio include collecting and polishing potential portfolio pieces, crafting resumes and cover letters, and learning job search networking techniques. An exemplary individual project is required in addition to other assignments. A study of game theory and game projects will be used to define a team capstone project to be undertaken in AGGP 294C.

Students enrolling in AGGP 291C come with the expectation that they will directly enroll in AGGP 294C the next semester. Students who do not take AGGP 294C in the next semester after taking AGGP 291C must re-take AGGP 291C before enrolling in AGGP 294C. Students who have passed AGGP 291C but are required to re-take the course should be aware that the cost of the course may not be covered by financial aid and should consult with the Financial Aid Office prior to registration.

AGGP292C: Portfolio Development

Credits 3

AGGP 292C builds on the work started in AGGP 291C. The lab in this course is devoted to a major portfolio piece or for students to be available for an internship off-campus. Students are expected to prepare a presentation of their work as part of this course. 

AGGP294C: Animation and Graphic Game Programming Capstone Project

Credits 4

Students will be working on campus in team projects or off campus on internships. Students will be creating projects based on the specifications developed in AGGP 291C. The lab portion is devoted to student project development. All work will be supervised by an NHTI instructor and students are expected to work at an industry performance level. Final team presentations of the work accomplished are part of this course.