The curriculum is divided into eight modules covering five major areas of study: programming languages, mathematics
skills, 3D graphics pipeline programming, real-time game engine architectures, and artificial intelligence
algorithms.
The Video Game Design and Development program is an appropriate starting point for students who seek a professional
career as a game developer. It is also well-suited for enthusiastic amateurs and gamers looking to explore this
exciting field as a recreational endeavor.
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FEATURES
This nationally recognized Video Game Design and Development online certification
training course is an appropriate starting point for students who seek a professional career as a game developer. It
is also well-suited for enthusiastic amateurs and gamers looking to explore this exciting field as a recreational
endeavor. This on-line program is only offered in partnership with major colleges and universities.
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TOPIC HIGHLIGHTS
- C++ Programming for Game Developers I
- How to Create a C++ Program, Console Input and Output, Variable, and Arithmetic
Operators
- Logical Operators, Controlling Program Flow, Repetition, and Arrays
- Functions
- References and Pointers
- Classes and Object Oriented Programming Design
- Strings
- Operator Overloading
- File Input and Output
- Inheritance and Polymorphism
- C++ Programming for Game Developers II
- Template Classes and Template Functions
- Error Handling
- Number Systems, Data Representations, and Bit Operations
- The Standard Template Library
- Introduction to Windows Programming
- Menus and Drawing with GDI
- Dialog Boxes
- Timing, Animation, and Sprites
- Designing and Implementing a 2D Game
- Math Primer
- Real Numbers
- Algebra
- Analytic Geometry
- Triangles
- Graphics Programming with DirectX 9 I
- 3D Mathematics
- The Transformation and Lighting Pipeline
- Initializing Direct3D
- Vertex and Index Buffers
- Single and MultiTexture Effects
- Camera Management Systems
- Compressed Textures
- Texturing & the Texture Blending Cascade
- Alpha Blending
- Loading GILEST Scenes
- Game Mathematics
- Set Theory and Functions
- Polynomials
- Trigonometry
- Vector Mathematics
- Matrix Mathematics
- Quaternion Algebra
- Linear Transformations
- Analytic Geometry
- Graphics Programming with DirectX 9 II
- The D3DX Mesh Containers
- Progressive Meshes
- Scene Hierarchies
- Keyframe Animation
- Indexed / Non-Indexed Vertex Blending
- Software and Hardware Skinning Techniques
- Skeletal Animation
- Tree Animation and Rendering
- X Files
- Motion Blending
- Collision Detection and Response
- Quadtrees, Octrees, and kD-Trees
- Binary Space Partitioning (BSP) Trees and Potential Visibility Sets (PVS)
- Artificial Intelligence for Game Developers
- Decision Making
- Grid Traversal and Search Algorithms
- Pathfinding with A*
- Flocking Behaviors
- Finite State Machines
- Scripting
- Squad Level AI
- Waypoint Networks
- AI Engine Integration
- Physics for Game Developers
- The Principles of Newtonian Physics
- Simulating Gravity
- Simulating Friction
- Modelling Acceleration and Velocity
- Trajectories
- Kinematics and Motion Control
- Collision Detection and Response
- Animation Technique
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CERTIFICATE REQUIREMENTS
A 70% or better must be achieved in order to receive a Certificate of Completion.
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COURSE OBJECTIVES
The objectives of the Video Game Design and Development online program are:
- To provide students with the core programming language skills necessary for game development.
- To provide students with a sufficient level of proficiency in the areas of mathematics
common to almost all game projects.
- To provide students with a thorough understanding of the main concepts involved in real-time
3D graphics programming.
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PDF BROCHURE
Please click
here to download the PDF brochure for the Gatlin online courses offered by OCPE.
This brochure and the registration form for this course require Adobe Reader.
Click
here to download the latest version of
Adobe Reader.
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WHO SHOULD ATTEND
Prerequisites:
A reasonable familiarity with computers and a background in high school level mathematics are all that is assumed.
No prior game or graphics programming experience are necessary.
The Video Game Design and Development program is an appropriate starting point for students who seek a professional
career as a game developer. It is also well-suited for enthusiastic amateurs and gamers looking to explore this
exciting field as a recreational endeavor.
PC REQUIREMENTS
Your computer should meet the following hardware and software requirements upon
registration:
Hardware Requirements
- Operating System: Microsoft Windows 98/2000/Millenium/XP Processor: Pentium III+/AMD Athlon (750MHz or greater) System Memory: 256 MB+ Video: 3D Hardware Accelerator w/ 128MB+ on-board memory
DirectX 9.0/OpenGL compliant Disk: 1 GB+ uncompressed
- Sound: DirectSound compliant sound card
Software Requirements
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This course is taught by part-time George Mason University, OCPE, Gatlin instructors.
Stan Trujillo (C++ Programming for Games)
Stan has been a developer in the computer games programming field since 1981. During the early 90's, he spent much of
his time writing DOS and Windows game class libraries, some of which would go on to become the subject of best-selling
game programming books. C++ Game Programming and Windows 95 Game Programming were published in 1995, co-authored with
friend and long time Dr. Dobb's C columnist, Al Stevens. The next year, Stan followed this up with two successful solo
books, Cutting-Edge Direct3D Programming, and High Performance Windows Graphics Programming. He went on to spend two
years at Sierra Online working on game software. More recently, Stan has been working as a full-time technical
consultant and freelance developer for both online and offline technology companies in the Seattle, Washington area.
John DeGoes (Game Mathematics I/II)
John began writing software and designing digital logic circuits during the early 1980s. He has been actively involved
in the fields of computer science, mathematics, and game development for more than fifteen years. John graduated at the
top of his class in undergraduate studies in Applied Mathematics at Montana State University-Billings. He has authored
two successful games programming books: 3D Game Programming with C++ and 3D Game Programming with C++ Gold Edition as
well as co-authoring a third. John has also written and published articles for popular programming magazines and
technical journals. He developed software for commercial programs such as qED, Pro Bass Fishing, Mansion of Mystery,
along with other assorted titles. Currently, John is on the road to acquiring his doctorate in applied mathematics,
where he intends to research computational and mathematical methods for the study of complex dynamical systems.
Gary Simmons (Graphics Programming I)
Gary started games programming in 1981. He was always fascinated more with how games worked than with actually playing
them (although he will admit to playing too). In 1985 Gary became the host of "Video and Chips," a United Kingdom
television program dedicated to exploring future computer technology. Over the years Gary has dedicated most of his
time to researching and developing cutting edge game techniques. In May 2000, Gary founded Mr.GameMaker.com, a
teaching site dedicated to helping game programmers (hobbyist and professional alike) learn cutting edge game
programming techniques. Over the years Gary has published dozens of full-length game development papers and
tutorials. He has been teaching courses at the Game Institute for over four years and also serves as the Faculty
Director.
Adam Hoult: (Graphics Programming I)
Adam got his start programming in the early 1980's on the ZX-80/81. After developing several demos for the Commodore
64, Adam got a job writing software for a local company, specializing in accounting and production software. He went
on to develop 3D multimedia presentations demonstrating client production systems. This experience rekindled his
earlier passion for games programming. Over the years, Adam has worked on many projects, but has focused his efforts
mainly on engine and tool design for games. He spent time running a successful tools production company as well as
his own game programming website. Adam later teamed up with fellow faculty member Gary Simmons and developed the
successful Mr.GameMaker.com teaching website. The site gathered a loyal following as it provided information and
tutorials for beginners and professionals alike on subjects that were often considered difficult to find on the
Internet or in books. Adam is currently the Lead Technology Developer at the Game Institute and is working on some
exciting upcoming 3D game projects in addition to teaching courses.
Brian Hall: (Artificial Intelligence)
Brian Hall is currently an Engine and AI Programmer at Midway Amusement Games, where he is working on advanced AI
algorithms for an upcoming action adventure console title. He has also designed and written parametetric airpoirt
generation software for SimAuthor inc, as well as a real-time CLOD terrain system using real world satellite
imagery and elevation data. Previously Brian was a Sr. Engineer at Accurate Automation Corporation where he
developed real-time learning systems for detecting Pilot Induced Oscillations in aircraft, as well as intelligent
path-finding for cruise-missile type applications.
David Bourg: (Physics for Game Developers)
As a naval architect and marine engineer, David Bourg performs computer simulations and develops analysis tools that
measure things such as hovercraft performance and the effect of waves on the motion of ships and boats. He teaches at
the college level in the areas of ship design, construction, and analysis. On occasion, David also lectures at high
schools on topics such as naval architecture and software development. In addition to his practical engineering
background, David is professionally involved in computer game development and consulting through his company,
Crescent Vision Interactive. Current projects include a massively multiplayer online roleplaying game, several
Java-based multiplayer games, and a couple of PC-to-Macintosh game ports. David is currently finishing his PhD in
engineering and applied sciences.
Frank Luna: (C++)
Frank Luna has been programming interactive 3D computer graphics for more than six years, and has been using DirectX
since its fifth iteration. He has over eight years of C++ programming experience, and has also programmed in Java, C#,
and MATLAB. He has worked as a contractor, with Hero Interactive, and on the open source Scorch 3D engine. In 2003 his
book, Introduction to 3D Game Programming with DirectX 9.0, was published and became a bestseller in its genre. Frank
also maintains a game/graphics development website, www.moon-labs.com, where he provides tutorials and sample codes on
DirectX and game related issues.
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1. How do I register for a Gatlin online course?
Gatlin does not offer courses directly to the public. It offers courses through
George Mason University and other colleges and universities. Please contact our office at 703-993-2113 or
click here for more information
or to register for a course.
2. How much do Gatlin online courses cost?
To view the prices for all Gatlin courses that are offered by George Mason
University, please click here.
3. Why do I have to take Gatlin courses through a participating school?
That is the only way Gatlin Education Services offers its courses. They do not deal
directly with the public.
4. Do I have to travel to register for or to attend a Gatlin online course?
All Gatlin courses are delivered entirely online, so you do not have to go to a
class or travel to a school. Please contact our office at 703-993-2113 or
click here for more information
or to register for a course.
5. How long does it take to complete a Gatlin course?
All of our Gatlin courses are asynchronous. You can start and finish the course at
your own pace. Most courses are designed to be completed within 180 days. You may request an extension if you think
you will need more time to complete a course. Please contact us at 703-993-2113 or
click here if you have any
questions or if you would like to register for a course.
6. Do I have to buy additional materials?
Please refer to the green Included Materials box located on the upper right hand side of this page. If materials are included in this course, they will be shipped by Gatlin to you via UPS ground service after you have registered for a course.
7. Can I get financial aid for Gatlin courses?
George Mason University offers financial assistance through the Sallie Mae Training
Loan Program for qualifying students. Call 703-993-2113 for more information. GES also provides a loan opportunity
for students (www.collegeloanapplication.com).
8. What happens when I complete the course?
If you obtain a final passing grade of 70% or greater in a course, we will award you
a George Mason University certificate of completion.
9. Who will be my instructor?
Each student is paired up with a George Mason University, OCPE, Gatlin facilitator for one-on-one interaction. The facilitator will be available (by e-mail or by telephone) to answer any questions you may have and to provide feedback on your performance. All of our facilitators are successful working professionals in the fields in which they teach.
10. What are the system requirements in order to take an online course?
Please see the "PC requirements" section listed for individual courses.
11. When can I start the course?
You can register for a course at any time.
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