K-12 Computer Science Standards

Nevada Digital Game Development

158 Standards

1

1.1.1

Explain the history of computing technologies that impact the game development industry

2

1.1.2

Explore non-digital games

3

1.1.3

Research the evolution of video games

4

1.1.4

Describe the different game genres

5

1.1.5

Evaluate contributions of individual game designers and developers

6

1.2.1

Explore careers in designing and developing interactive experiences

7

1.2.2

Research careers in non-interactive media using real-time game engines, including Architectural, Engineering and Construction (AEC), virtual production, architectural visualization, simulation, product/industrial design, and advertising

8

1.2.3

Describe career pathways in software engineering, quality assurance, and testing

9

1.2.4

Review roles of the producer, designer, art director, tech artist, and programmer

10

1.2.5

Explain the career path of an independent developer

11

1.2.6

Research labor market information in related industries

12

2.1.1

Explain the interdependence of team members between artistic, technical, and production disciplines

13

2.1.2

Outline the process of developing a game from concept to delivery and support

14

2.1.3

Compare various types of collaboration tools, e.g., version control, shared storage, cloud services

15

2.1.4

Explain the value of version control

16

2.1.5

Explain the purpose of vertical slice

17

2.1.6

Discuss various optimization techniques

18

2.1.7

Describe good quality assurance practices

19

2.2.1

Explore the components of game structure

20

2.2.2

Analyze the essentials of storytelling, including visual and environmental story telling

21

2.2.3

Explain the characteristics of a nonlinear story

22

2.2.4

Create rules for a game, e.g., levels and/or interactive flow

23

2.2.5

Compare conflict and outcomes

24

2.2.6

Develop objectives and outcomes for a game

25

2.2.7

Explain the importance of usability and how it impacts user experience

26

2.2.8

Explain in-game economies, motivators, and point systems

27

2.3.1

Research various styles of game documentation

28

2.3.2

Develop a technical design document (TDD)

29

2.3.3

Develop components of a game design document (GDD)

30

2.3.4

Develop a list of required game assets

31

2.3.5

Produce a game design document

32

2.3.6

Produce a game pitch document

33

2.3.7

Present game documentation

34

2.4.1

Compare categories of game mechanics

35

2.4.2

Research victory condition mechanics of a game

36

2.4.3

Discuss relationships between game mechanics, game play, and interactivity

37

2.4.4

Investigate what makes a game engaging, “fun,” and playable to the user

38

3.1.1

Evaluate the use of layout and composition

39

3.1.2

Explain color theory

40

3.1.3

Describe the principles of animation

41

3.1.4

Describe the role of perspective

42

3.1.5

Compare design considerations for environmental, assets, characters and User Interface (UI) creation

43

3.1.6

Describe the characteristics and purposes of 2D, 2.5D, and 3D art

44

3.1.7

Evaluate the importance of artistic style and implement it with continuity

45

3.2.1

Identify components of a level and its environment

46

3.2.2

Compare processes of creating interior versus exterior environments

47

3.2.3

Compare level design of linear games to open world games

48

3.2.4

Research terrains for a specific environment

49

3.2.5

Discuss the concept of leveling up with increasing complexity

50

3.2.6

Describe the impact of story (explicit, implicit and emergent) on level design

51

3.2.7

Explain the importance of flow, distance, timing, and choke points

52

3.2.8

Storyboard levels including flow and choke points

53

3.3.1

Investigate the twelve major character archetypes

54

3.3.2

Contrast architypes versus stereotypes as they relate to diversity and inclusion

55

3.3.3

Describe basic character backstory, strengths and weaknesses

56

3.3.4

Explain the visual design of characters in relation to the “game feel” and artistic style

57

3.3.5

Describe the connection between character arc and character progression

58

3.3.6

Conceptualize and illustrate original game characters and assets

59

3.3.7

Examine the roles, purpose, and design of non-player characters (NPC)

60

3.3.8

Explain the difference in design between static and dynamic game objects, e.g., props, decorations versus characters, morphing objects

61

3.3.9

Detail the difference between organic and hard surfaces

62

3.4.1

Create a victory condition

63

3.4.2

Assemble immersive elements into a game

64

3.4.3

Establish a reward system and in-game economics

65

3.4.4

Apply game mechanics to a game world

66

3.4.5

Balance and test game mechanics

67

4.1.1

Explain basic logic statements (e.g., if/then, cause/effect)

68

4.1.2

Explain the purpose and use of functions

69

4.1.3

Describe nested functions

70

4.1.4

Describe uses of Boolean operators and symbols associated with them

71

4.1.5

Demonstrate proper use of order of operations

72

4.1.6

Use logical thinking to create a diagram of code execution

73

4.1.7

Describe various types of loop structures used in programming

74

4.1.8

Describe the differences between compiled and interpreted code

75

4.1.9

Explain methods for producing artificial intelligence (AI) to control Non-Playable Characters (NPC)

76

4.1.10

Research design patterns in game programming (single, factory, and state)

77

4.2.1

Differentiate between syntax and semantics

78

4.2.2

Identify differences between compile and runtime errors

79

4.2.3

List primitive data types

80

4.2.4

Describe how arrays are used to store objects in a list

81

4.2.5

Demonstrate input from different sources

82

4.2.6

Identify expected input and output of methods/functions

83

4.2.7

Explain the connection between visual programming and coding/scripting

84

4.2.8

Compare the use of constants and variables

85

4.2.9

Describe the implications of access modifiers (private/public, local/global)

86

4.2.10

Explore engine/programming documentation to understand available methods/functions

87

4.2.11

Describe object-oriented programming (OOP)

88

4.3.1

Utilize code to modify objects based on collision detection and player activation

89

4.3.2

Develop code or visual script that changes aspects of player movement (e.g., sprint, jump)

90

4.3.3

Develop code or visual script that responds to a graphic user interface (GUI) input (e.g., user interface design (UI) button press

91

4.3.4

Develop code or visual script that responds to hardware input (e.g., keyboard key or mouse press)

92

4.3.5

Generate test cases and expected results

93

4.3.6

Format and display the value of a variable to a GUI

94

4.3.7

Implement a basic point system for a game using visual scripting or code

95

4.3.8

Verify game functionality through testing and debugging

96

5.1.1

Explain the characteristics and major components of game engines (render, compiler, editor)

97

5.1.2

Research various game engines for a software platform, target hardware, game style, or genre

98

5.1.3

Research supplemental tools necessary to create a specific development pipeline

99

5.1.4

Describe a complete game pipeline including the use of primary and supplemental tools and how they are used

100

5.1.5

Compare world scales between software tools

101

5.1.6

Describe considerations for importing and exporting assets

102

5.1.7

Define a standard directory structure and file naming conventions

103

5.2.1

Define the type, structure and size of player environment

104

5.2.2

Place and define non-player characters (NPC) into the environment

105

5.2.3

Build boundaries, borders, and obstacles of levels within the game

106

5.2.4

Place triggers and develop scripted events

107

5.2.5

Create multiple levels for a game including start and closing screens and playable level(s)

108

5.3.1

Research examples of GUI in digital and real-world environments (e.g., Heads Up Display [HUD] and road signs)

109

5.3.2

Define and implement required elements for various GUIs

110

5.3.3

Create flowcharts that map the GUIs’ functionality

111

5.3.4

Design GUIs that use standard text, 2-D, and 3-D elements (buttons, progress bars, icons, etc.)

112

5.4.1

Create storyboards for planning animations

113

5.4.2

Change an object’s state or position over time

114

5.4.3

Establish an object’s relative speed (timing versus frame rate)

115

5.4.4

Describe the difference between global time and local time

116

5.4.5

Describe the difference between forward and inverse kinematics

117

5.4.6

Examine the process of particle creation and its application to game design

118

5.4.7

Explain how joints, sockets, bones, and skins are used

119

5.4.8

Create a parent/child hierarchy

120

5.4.9

Simulate rigid body dynamics (e.g., shattering wall, breaking glass)

121

5.4.10

Animate game objects using triggers

122

5.4.11

Describe the process of motion capture for animation

123

5.4.12

Practice the use of cinematics and camera movements in game engines

124

5.5.1

Integrate different types of audio (e.g., sound effects, ambient background, dialogue, user experience design (UX), and score)

125

5.5.2

Practice creating triggers for sound, mixes, and/or loops

126

5.5.3

Determine acceptable media formats and files for game development (e.g., sound, graphics, video)

127

5.5.4

Identify and import appropriate media into a game engine

128

5.6.1

Explain the application of low polygon and high polygon construction for real-time environments

129

5.6.2

Create game assets from references and game design documents (GDD)

130

5.6.3

Create hard surface and organic models using design principles (props or characters)

131

5.6.4

Apply texturing/surfacing/shading/grunging to models and normal mapping

132

5.6.5

Render or produce a high-resolution screenshot from within a game engine

133

5.6.6

Real-time render a video, animated sequence or cutscene in a game engine

134

5.6.7

Differentiate UVW mapping and world coordinate systems

135

5.6.8

Explain the importance of pre-baking lights and shadows for real-time interactive environments

136

5.6.9

Implement basic lighting for ambient and artificial light

137

5.6.10

Create an environment including terrain, foliage and/or static objects

138

5.6.11

Create custom materials/shaders

139

5.6.12

Describe the use of Level of Detail (LOD) substitution, MIP mapping textures, and culling objects

140

6.1.1

Research laws that govern intellectual property in diverse forms

141

6.1.2

Evaluate Creative Commons and open source licensure

142

6.1.3

Explain copyright, trademark, and other intellectual property protection

143

6.1.4

Identify key elements of non-disclosure agreements (NDA) and contracts

144

6.1.5

Adhere to intellectual property laws and regulations and cite proprietary content and derivative works

145

6.1.6

Explain Entertainment Software Rating Board (ESRB) and other rating systems for digital games

146

6.2.1

Explain invasion of privacy in the use of technology

147

6.2.2

Explore the issues of piracy and digital rights management (DRM)

148

6.2.3

Model acceptable security practices

149

6.3.1

Discuss diversity and inclusivity in games and the gaming industry

150

6.3.2

Discuss social responsibility and issues concerning video gaming

151

7.1.1

Describe integration of social components in a game

152

7.1.2

Explain the role of social media in the gaming community

153

7.1.3

Describe professional events in digital gaming

154

7.2.1

Summarize characteristics of cloud gaming

155

7.2.2

Evaluate the advances of multi-player gaming

156

7.3.1

Discuss trends in input devices

157

7.3.2

Examine current trends in output devices and displays

158

7.3.3

Explore advances in peripheral devices

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