Overview
The Bachelor of Science in Game Design offers dynamic and multidisciplinary education in game design and development. The program is based on the principle that successful games are crafted through a blend of imaginative storytelling, cutting-edge technology, and artistic vision. The blend of skills in these areas culminates in engaging interactive digital and analog experiences that have the power to entertain, educate, and inspire.
Students in the Game Design major (GDM) study general game design principles, broad skills across the many disciplines of game design, and specialize in one focus area of interest that best suits their passions and career interests. These three areas are: Game Art, Game Computing, and Game Worlds. The focus areas reflect the major sub-disciplines within game design and allow students to develop mastery in one possible career path. Students across these focus areas share core courses that cover game design thinking, career development, game analysis, prototyping, and a capstone project studio in their final year, which they dedicate to producing a collaborative capstone project. Throughout their coursework, students gain individual and multidisciplinary team-based experience in iterative design individually and in multidisciplinary teams. Graduates leave with a portfolio of skills and games that prepare them for a range of careers in the game industry and adjacent allied fields.
The GDM brings together the artistry of game design elements, the mechanics of gameplay, and the technology of creation. A Bachelor of Science in Game Design is brought together, and Iowa State University provides the tools and knowledge you need to turn your creativity into reality.
Student Learning Outcomes
After successfully completing the Game Design major, students will be able to:
1. Understand principles of game design thinking, including genre, formal elements, dramatic elements, and system dynamics
2. Explain how human and social contexts shape game development and the impact of games
3. Employ appropriate technology, including hardware and software, for game development
4. Communicate and plan effectively within multidisciplinary teams
5. Evaluate user experience in games through play-testing and implement the lessons learned
6. Develop, critique, and analyze game prototypes using methods of game design thinking
7. Create, iterate, and publish finished games as part of a capstone portfolio
Grade Point Requirement
All students majoring in Game Design are required to earn a C- or better in all courses applied toward the degree, including transfer credits.
Game Design Focus Area
Game Design majors must choose at least one Game Design Focus Area. The options are Game Art, Game Computing, or Game Worlds.
Focus Area Description
Game Art will prepare students to solve visual problems in gaming. They will gain skills in drawing, visual design and storytelling, storyboarding, character animation, 3D modeling, and related fields. They will learn how to utilize this knowledge in the game development process.
Game Computing will provide comprehensive knowledge in programming, coding, and creating online digital games as well as skills used in the creation of analog games. Students will gain a profound education in object-oriented programming, data structures, and discrete computational structures which they will be able to apply in game design and development.
Game Worlds will provide students with the skills and knowledge to create meaningful and engaging worlds for games of every scale, understand and design dynamic stories, and comprehend the cultural relevance of the games they play, study, and develop. Within Game Worlds, courses are subdivided into Game Worlds, Narrative Design, and Society. This focus area will support students’ acquisition of the skills to apply cultural lessons to the writing and narrative design of games.
Courses in each Focus Area belong to one of four subcategories:
- Focus Required
- Focus Option
- Interdisciplinary Option
- Game Exploration
Focus Required courses pertain to the focus area’s core competencies. Focus Option courses allow students to follow their specific career and personal interests within the Focus Area. Interdisciplinary Option courses require you to take courses in a Focus Area other than your own. Game Exploration courses allow discovery in the broader discipline.
Focus Required and Focus Option
Focus Required and Focus Option courses are discipline specific courses necessary to develop the skills and knowledge within that Focus Area. Student study in a Focus Area develops individual skills that students will then bring to team-based, interdisciplinary Game Design projects and professional settings. The Game Design Curriculum sheet has clearly defined prerequisites not listed here for each Focus Area.
Degree Requirements
The Bachelor of Science in Game Design is a four-year program that consists of 121 credits: 40 credits of General Education, 65-66 credits in Game Design courses (required and elective courses related to a focus area), and 14-15 credits in General Electives.
Information on admission criteria, including allowable credits for transfer students, is announced yearly on the College of Design website.
Game Design Focus Areas
Game Design majors must choose a Focus Area: Game Art, Game Computing, or Game Worlds. All focus area study plans include a common core of required Game Design courses as well as required courses and electives that are specific to the focus area.
Game Art will prepare students to solve visual problems in gaming and will learn how to utilize this knowledge in the game development process. Students will gain skills in drawing, visual design and storytelling, storyboarding, character animation, 3D modeling, and related fields.
Game Computing will provide comprehensive knowledge in programming, coding, and creating online digital games. Students will focus on object-oriented programming, data structures, and discrete computational structures which they will be able to apply in game design and development.
Game Worlds will provide students with the skills and knowledge to create meaningful and engaging worlds for games of every scale, understand and design dynamic stories, and comprehend the cultural relevance of the games they play, study, and develop. Within Game Worlds, courses are subdivided into Game Worlds, Narrative Design, and Society. This focus area will support students’ acquisition of the skills to apply cultural lessons to the writing and narrative design of games.
General Education Requirements - All Focus Areas (40 credits)
| 6 |
| |
| |
| 10 |
| Critical Thinking and Communication | |
| Written, Oral, Visual, and Electronic Composition | |
| Introduction to College Level Research | |
| |
| Introduction to Communication Studies | |
| Interpersonal Communication | |
| Listening | |
| Fundamentals of Public Speaking | |
| 6 |
| 6 |
| 6 |
| 6 |
Total Credits | 40 |
*See approved list of courses on Curriculum Sheet
Game Art Focus Area
| |
COMS 1270 | Introduction to Computer Programming | 3 |
DSNS 1310 | Drawing I | 4 |
ART 2300 | Drawing II | 3 |
GAME 2020 | Game Design Fundamentals | 3 |
GAME 2030 | Introduction to Game Engines | 3 |
ART 2120 | Studio Fundamentals: Digital Media | 3 |
GAME 2100 | Game Career Development | 2 |
GAME 2110 | Game Play and Analysis | 3 |
GAME 3010 | Game Design Workshop | 3 |
GAME 4010 | Game Design Capstone | 6 |
| 3 |
| Game Design and History | |
| Game Design and Cultures | |
| 18 |
| Computer Modeling, Rendering and Virtual Photography | |
| Introduction to 3D Organic Modeling in ZBrush | |
| Principles of Character Animation | |
| Scientific Illustration Principles and Techniques | |
| Digital Rendering | |
| Illustration as Communication | |
| Principles of 3D Animation | |
| Selected Studies in Graphic Design | |
| Character and Scene Design | |
| Sequential Narrative Drawing | |
| 3D Motion Graphics | |
| Data, Code, and Form | |
| Video Art | |
| 12 |
| |
| |
| |
| 15 |
Total Credits | 81 |
Game Computing Focus Area
| |
COMS 1270 | Introduction to Computer Programming | 3 |
DSNS 1310 | Drawing I | 4 |
GAME 2020 | Game Design Fundamentals | 3 |
GAME 2030 | Introduction to Game Engines | 3 |
GAME 2040 | Programming for Game Engines | 3 |
ART 2120 | Studio Fundamentals: Digital Media | 3 |
GAME 2100 | Game Career Development | 2 |
GAME 2110 | Game Play and Analysis | 3 |
| 3 |
| Game Design and History | |
| Game Design and Cultures | |
GAME 3010 | Game Design Workshop | 3 |
GAME 4010 | Game Design Capstone | 6 |
COMS 2270 | Object-oriented Programming | 4 |
COMS 2280 | Introduction to Data Structures | 3 |
COMS 2300 | Discrete Computational Structures | 3 |
COMS 3110 | Introduction to the Design and Analysis of Algorithms | 3 |
COMS 3270 | Advanced Programming Techniques | 3 |
COMS 3360 | Introduction to Computer Graphics | 3 |
COMS 4370 | Computer Game and Media Programming | 3 |
| 3 |
| Cyber Security Concepts and Tools | |
| Urban Analytical Methods | |
| GIS Programming and Automation | |
| Principles and Practices of Learning with Technology | |
| Software Development Practices | |
| Introduction to Software Testing | |
| Construction of User Interfaces | |
| Software Architecture and Design | |
| Software Analysis and Verification for Safety and Security | |
| 6 |
| |
| 14 |
Total Credits | 81 |
Game Worlds Focus Area
| |
COMS 1270 | Introduction to Computer Programming | 3 |
DSNS 1310 | Drawing I | 4 |
GAME 2020 | Game Design Fundamentals | 3 |
GAME 2030 | Introduction to Game Engines | 3 |
ART 2120 | Studio Fundamentals: Digital Media | 3 |
GAME 2100 | Game Career Development | 2 |
GAME 2110 | Game Play and Analysis | 3 |
| 3 |
| Game Design and History | |
| Game Design and Cultures | |
GAME 3010 | Game Design Workshop | 3 |
GAME 4010 | Game Design Capstone | 6 |
| 3 |
| Creative Writing: Fiction | |
| Creative Writing: Screenplays | |
| Creative Writing: Playwriting | |
| 3 |
| Globalization and the Human Condition | |
| Wonders of the World, Global History of Innovation | |
| Democracy and Dictatorship: Introduction to Comparative Politics | |
| World Religions | |
| The North American Metropolis | |
| 3 |
| Greek and Roman Mythology | |
| Analysis of Popular Culture Texts | |
| Metaphysics in Science Fiction and Popular Culture | |
| 3 |
| History of Art I | |
| History of Art II | |
| The History of Sports in the United States | |
| Religion and Popular Culture | |
| Moral Theory and Practice | |
| World Cities and Globalization | |
| 3 |
| Peoples and Cultures of Native North America | |
| Art and Theory Since 1945 | |
| Urban Geography | |
| | |
| Science Fiction | |
| Cultural Heritage of the Ancient World | |
| The Mythic Wild West | |
| Metaphysics: God, Minds, and Matter | |
| Video Games and Politics | |
| Politics and Society | |
| 6 |
| Ethnic and Race Relations | |
| | |
| Business Communication | |
| Rhetorical Website Design | |
| | |
| Women/Gender in Art | |
| American Stuff, Colonial Times to the Present | |
| Philosophy of Technology | |
| Media Psychology | |
| Gender and Consumer Culture | |
| 12 |
| |
| |
| |
| 15 |
Total Credits | 81 |