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Utah Game Development Fundamentals 1 Framework


Standard Description
UT.GD1.1.1a Identify key figures and designers in the history of gaming (Ralph Baer/father of video games, Nolan Bushnell/founder of Atari, Shigeru Miyamoto/key figure in Nintendo, etc.) Lessons
UT.GD1.1.1b Identify early games (Pong, Pac-Man, Donkey Kong, Space Invaders, Centipede, Missile Command, Asteroids, etc.) Lessons
UT.GD1.1.1c Understand important milestones in gaming (why gaming boomed or dwindled over the years, Golden age of arcade video games, the North American Video Game crash of 1983, etc.) Lessons
UT.GD1.1.1d Console Wars—Generations of Consoles (Nintendo, Sony, Microsoft, Sega, etc.) Lessons
UT.GD1.1.2a Game Ratings—Students will be familiar with the ESRB (Entertainment Software Rating Board) and its ratings categories: eC—Early Childhood, E—Everyone, E 10+—Everyone 10 and up, T—Teen, M—Mature, AO—Adults Only, RP—Rating Pending Lessons
UT.GD1.1.3a Explain how social gaming has evolved from meeting at a physical location to online groups. (Arcade, sleepovers, online party gaming, etc.) Lessons
UT.GD1.1.3b Understand the economic impacts of the Video Game industry. (physical to digital distribution, evolution of advertising, growth of gaming industry, etc.) Lessons
UT.GD1.1.3c Understand the impact of gaming in other industries. (Health, education, military simulations, etc.) Lessons
UT.GD1.2.1a Identify game strategies -Victory / Loss conditions (high score, fastest time, most levels, % indicator, end of story) Lessons
UT.GD1.2.1b Identify Player Motivation (Bartle’s Four Types of Gamers – socializers, achievers, explorers, and “griefer”) Lessons
UT.GD1.2.1c Identify the feedback needed for progress in the game (defeating enemies, earning points, reducing health, specific sounds, winning screen, points earned, life lost, etc.) Lessons
UT.GD1.2.1d Understand duration (levels, time, rooms, lives, etc.) Lessons
UT.GD1.2.2a Understand design functionality (determine what to include in the game with regard to movements, power-ups, jumping, avoiding obstacles, collecting, etc.) Lessons
UT.GD1.2.2b Create usability in game control (implement the ability for the player to change movements, switching views, etc.) Lessons
UT.GD1.2.2c Describe accessibility (refers to what is used to play the game -- keyboard and mouse, joystick, game controller, touch screen, motion control/gyroscope, etc.) Lessons
UT.GD1.2.2d Understand immersion (feeling part of the game, emotions, etc.) Lessons
UT.GD1.2.3a Design of World/Background (dark and gloomy, 8-bit art, photorealistic graphics, parallax, etc.) Lessons
UT.GD1.2.3b Player View -- Students will understand the importance of "Player View" in game design, understanding the many view options: Two-Dimensional (flat, 2D-world, platform games are usually 2Dgames); Isometric (3/4 perspective); First-Person (from the character's point of view -- you don't see the character); Third Person (view from behind the character -- you see the character -- often an over the shoulder view); Top-Down (looking down from the top -- you usually see the character) Lessons
UT.GD1.2.4a Understand diegetic elements (elements that come from the world in the game -- sounds, graphics, etc.) Lessons
UT.GD1.2.4b Understand non-diegetic elements (in the game but added on top of the world - health bar, score, narration, etc.) Lessons
UT.GD1.3.1a Identify different console game platforms: Atari (2600, Lynx, etc.); Nintendo (NES, Gameboy, SNES, DS, Wii, Switch, etc.); Sony (PS series, PS Vita, PSP, etc.); Microsoft (Xbox series – Xbox, 360, One); Sega (Master System, Genesis, Sega-CD, Game gear, Dreamcast, etc.); Other (Neo Geo, Turbo Grafx 16, Arcade Cabinet, etc.) Lessons
UT.GD1.3.1b Identify different desktop/laptop game platforms: Windows; Mac OS; Linux Lessons
UT.GD1.3.1c Identify different mobile device game platforms: iOS; Android Lessons
UT.GD1.3.2a Identify considerations (strengths and weaknesses) when developing for a particular platform, or multiple platforms. Examples are: display size, hardware (performance, graphics, storage, etc.), input method, portability, affordability Lessons
UT.GD1.3.3a Understand impact of cloud computing and processing on game design. Examples include: broad distribution channel, updates without user involvement, dependence on internet connectivity, system dependence on publisher hardware Lessons
UT.GD1.3.4a Identify different distribution channels: Physical media, Digital download (Minecraft, League of Legends, etc), Steam, Epic Game Store, Apple Arcade, Console-specific Digital Distribution (Xbox Live, Playstation Network, etc.) Lessons
UT.GD1.4.1a Game Genres—Students will be able to identify the following game genre categories (categories of games based on challenges): Action (includes physical challenges), Adventure (focuses on an interactive story), Role Playing Game/RPG (player undertakes a quest in a fictional world), Simulation (used to simulate a real setting), Strategy (decision making/skillful thinking and planning), Hybrid (combination of 2 or more above genres) Lessons
UT.GD1.4.2a Game Types—Students will be able to identify the following game types:, Single-player (player vs. the situation), Two-player (player vs. another player), Multiplayer competitive (every player for themselves - against each other), Multiplayer cooperative (all of us in this together to defeat the enemy), Team-based (our team vs. their team, each team controlled by one or many players) Lessons
UT.GD1.5.1a Develop a concept with considerations for plan, cost, and time. Lessons
UT.GD1.5.1b Create a game proposal "Pitch Document" (components include: goal, characters, environment, obstacles, platform) Lessons
UT.GD1.5.1c Create a storyboard Lessons
UT.GD1.5.1d Sketch and plan characters (protagonist, antagonist) Lessons
UT.GD1.5.2a Put together a "Game Design Document" (the overall blueprint) and include the following components: title, genre, game type, brief description, rules of the game, design of levels and rooms, script, game mechanics, game goals, select which platform the game will be developed for, select a game engine Lessons
UT.GD1.5.3a Create art and text Lessons
UT.GD1.5.3b Develop sounds for the game Lessons
UT.GD1.5.3c Implement scripting as needed Lessons
UT.GD1.5.3d Create game animations Lessons
UT.GD1.5.3e Design the User lnterface/UI components (could include inventory, score, health bar, lives, navigation, powerbar, text indicators, maps, level, sound on/off, etc.) Lessons
UT.GD1.5.3f Create an analog or digital prototype version of a game Lessons
UT.GD1.5.4a Post-Production (Game Testing and Release)—Students will understand and explain the process of game testing and release the game after it has been developed: Alpha Testing (in-house/controlled, small group testing to find and repair bugs and glitches, make needed adjustments); Beta Testing (outside, large group testing to receive feedback from selected end users, make needed adjustments and repairs that were not discovered in-house); Game Release (game is open for playing); Game Maintenance (provide updates, repair more identified bugs and glitches) Lessons
UT.GD1.6.1a Identify personal interests and abilities related to game development, such as: Identify personal creative talents; Identify organizational and leadership skills; Identify special interest areas Lessons
UT.GD1.6.1b Identify the primary game development job titles, such as: Lead Programmer, Lead Designer, General Game Designer, Mechanics Designer, Level Designer/World Builder, User Interface (UI) Designer, Animator, Writer, Audio Director, Art Director, Project Manager, etc Lessons
UT.GD1.6.1c Investigate career opportunities, trends, and requirements related to game development careers. Lessons
UT.GD1.6.2a Identify factors for employability and advancement in the game industry. Lessons
UT.GD1.6.2b Research existing game development studios to determine what training is required. Lessons
UT.GD1.6.2c Research universities and colleges to determine programs, degrees and training availability. Lessons
UT.GD1.6.2d Develop employability competencies/characteristics: responsibility, dependability, ethics, respect, and cooperation. Lessons