On Course
Title: CSC 329 Introduction
to Game Planning
Academic Area: Computer
Science, College of Arts and sciences
Semester: Spring 2007
In
the three decades since Atari’s Pong bounced its way into
American homes, video gaming has become a $12 billion-plus industry.
Designing a game that appeals to today’s sensory-
hungry, interactively driven players requires a complex set of
skills—“gaming concepts, software engineering, computer
graphics, digital music and video, multimedia platforms, artificial
intelligence, and physics fundamentals,” explains Uttam
Sarkar, professor at the Indian Institute of Management Calcutta,
who is a visiting professor in the UM Department of Computer
Science until spring 2008.
Sarkar, who chose computer science as a career “because
it was the most exciting academic discipline in the early 1980s,” requires
students to produce a working video game. He doesn’t expect
anything along the lines of Halo or Grand Theft
Auto, which are
as complex as a Hollywood production, but he was impressed by
his students’ classroom creations. “Some groups nicely
conceived imaginary worlds where they placed their hero and adversaries
and created encounters that made the game very interesting,” Sarkar
says.
The course is part of the Gaming Track, which
attracts one-fourth of students in the Department of Computer
Science. Sarkar believes
the video game industry will continue to sizzle, particularly
with advances in wireless technology, network gaming, and
educational applications. “The primary goal of this course is to make
students familiar with the basics so they can comfortably enter
the gaming industry as a career if they wish,” Sarkar says. “The
market doesn’t have enough supply of such skilled manpower,
and that’s a big opportunity for those who would like to
pursue it.” |
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