Citrus College Course Outline of Record
| Heading | Value |
|---|---|
| Effective Term: | Fall 2026 |
| Credits: | 3 |
| Total Contact Hours: | 108 |
| Lecture Hours : | 36 |
| Lab Hours: | 72 |
| Hours Arranged: | 0 |
| Outside of Class Hours: | 72 |
| Total Student Learning Hours: | 180 |
| Prerequisite: | GAME 197. |
| Strongly Recommended: | GAME 194. |
| Transferable to CSU: | Yes |
| Transferable to UC: | Yes - Proposed |
| Grading Method: | Standard Letter |
Catalog Course Description
An introduction to the fundamental techniques, concepts, and vocabulary of computer game level design. Students will create environments, place objects in those environments, and control those objects via a scripting language. Topics include frame rate, game flow and pacing. Students will create 3D computer games using a game engine such as Unreal. No previous computer programming experience is required. 36 lecture hours, 72 lab hours.
Course Objectives
- Examine and illustrate various aspects that make a game fun and compelling.
- Demonstrate the concept of game “flow” and how to design levels to keep the user in a game flow state.
- Apply terrain, environment and lighting effects to add interest and challenges to level design.
Major Course Content
- The Basics of Game Design
- Keeping the game “fun”
- System Design
- Gameplay
- Designing Challenges
- Pacing and Flow
- Paper Design
- Ideas to Documentation
- Writing a Design Document
- Creating Maps
- Level designer’s role in the pre-production phase
- Building Terrain
- Making Terrain
- Heightmaps
- Handmade
- Mixed
- Making terrain fun
- Terrain and gameplay
- Terrain and Strategy
- Making Realistic Terrain
- Terrain Props
- Texturing Terrain
- Making Terrain
- Building Architecture and Spaces
- Toolsets
- Brushes
- 3D Modeling software
- Tilesets
- Designing your Environment
- Architecture
- Occluders and Portals
- Game Architecture Types
- Architecture and Fun
- Linear Gameplay
- Non-Linear Gameplay
- Tactics and Architecture
- Texturing Architecture
- Seams
- Collision
- Toolsets
Lab Content
Practicum Landscape Terrain Basics
- Landscape
- Outdoor Terrain
- Landscape Brushes
- Landscape Copy Tool
- Landscape Manage Mode
- Landscape Splines
- Landscape Paint Mode
- Landscape Sculpt Mode
- Landscape Blueprint
- Landscape Erosion Tool
- Landscape Flatten Tool
- Landscape Hydro Erosion Tool
- Landscape Mirror Tool
- Landscape Noise Tool
- Landscape Ramp Tool
- Landscape Region Tool
- Landscape Retopologize Tool
- Landscape Sculpt Tool
- Landscape Smooth Tool
Practicum Lighting
- Types of Lights
- Directional Lights
- Sky Light
- Point Lights
- Spot Lights
- Rect. Lights
- Lumen Global Illumination
- Reflections
- Technical Detail
- Shadow Maps
- Lighting Essentials
- Features
- Properties
- Ray Tracing
Practicum Post Effects
- Volumetric Fog
- Using Transparency in Materials
- Using Bump Offset
Practicum FX
- Atmosphere Clouds
- Sky Atmosphere
- Volumetric Clouds
Practicum Assets
- Importing
- File Selection / Import
- Content Browser
- Drag and Drop
- Creating Assets
- Reference Assets
- Viewing Assets
- Copying Assets
- Managing Assets
- Edit
- Duplicate
- Save
- Moving
- Deleting
- Migrating
- Consolidating
Practicum Actors
- Defining Actors
- Placing Actors
- Selecting Actors
- Transforming Actors
- Actors Snapping
- Actors Mobility
- Grouping Actors
- Merging Actors
Suggested Reading Other Than Required Textbook
Unreal Engine, ZBrush, Maya Software manuals, online resources for 3D modeling
Examples of Required Writing Assignments
1 to 2 page essay on Game Design theory as it pertains to level design and flow of game play.
Examples of Outside Assignments
Create a playable level in a game UNREAL engine or engine of choice
Instruction Type(s)
Lab, Lecture