Game Development

American University | Spring 2025

Professor Mike Treanor, PhD, MFA

Breakout 2600 box art

Description

In this course, students will produce many prototypes for 4 or 5 game genres. Different than a course that treats game development as a technical topic, this course will emphasize creating short and engaging gameplay prototypes with the goal of creating novel ideas that would support further development into more complete games. The focus of each class session will be to provide individual feedback on prototype quality, and the brainstorm new ideas.

Assignments

Assignment Due
0. Environment setup 1-22-25
1.1. Breakout 1 1-22-25
1.2. Breakout 2a and 2b 1-29-25
1.3. Breakout 3 2-5-25
1.4. Final Breakout Prototype 2-12-25
1.5. Reflection 2-12-25
2.1. Platformer Analysis 2-19-25
2.2. Platformer Controls - Round 1 2-26-24
2.3. Platformer Progression 3-5-25
2.4. Final Platformer and Reflection 3-19-25
3.1. Grid-based Simulation Part 1 3-26-25
3.2. Grid-based Simulation Part 2 4-2-25
4.1. Conditional NPC Dialogue 4-9-25
4.2. Interactive NPC Dialogue 4-16-25
5. Final Project 5-7-25

Examples

Date Topic Code Playable
1-15-25 Breakout - Unity Basics code play
1-29-25 Breakout - Custom Ball Physics code play
2-5-25 Breakout - Scaling time per object, trail renderer (with bloom), screen shake (with observer pattern / coroutines) code play
2-19-25 A Basic 2D Platformer with Custom Physics code play
2-26-25 A More complicated (sort of broken feeling) 3d platformer with all sorts of custom physics, wall jump/slide, and moving platforms code play
3-5-25 The basics of creating an interactive grid code play
3-19-25 Updating Cells based on neighbors, clicking on cells GridManager CellScript play
3-26-25 A* Algorithm GridManager CellScript play
4-2-25 A Dialogue System, Basic Dialogue UI, 3D Models and Animation code play
4-7-25 Unity and Ink integration, using Ink to create interactive characters code play