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GDS 202 – Gamer Profiles and Photoshop, and Animate, equipping prototype. Students will analyze Word and Google Docs, learning eras. Topics include gameplay the transformation brought by
Behaviors themselves with the skills necessary existing games, brainstorm themes, about interfaces, document creation, innovations, challenges in 3D design, smartphones, emphasizing the
Credit Hour: 3 to create, edit, and animate simple and collaborate in teams to create formatting, and collaborative features the maturing console market of impact of app stores and touch
visual content. The course begins original game ideas. The course such as headers, footers, and table technology on game distribution and
This course provides an with an introduction to the Adobe covers pitching concepts, designing the 2000s, the rise of e-sports, online monetization strategies, including the
understanding of players, focusing Suite, followed by foundational skills game mechanics, and developing of contents. The course also covers gaming, and new economic models. rise of freemium models. The course
on their motivations, play styles, in Illustrator, including document paper prototypes, with a focus on spreadsheet applications with Excel By the end of the course, students will investigates also social and
economic behavior and retention. creation, workspace navigation, and iterative testing and refinement. and Google Sheets, emphasizing gain a comprehensive understanding
Students will be introduced to various the use of various design tools. data entry, formulas, charts, and of how video games evolved into competitive mobile games from 2015
player profiles and will engage in Students will also be introduced to conditional formatting for data a global cultural and economic onward, highlighting innovations
advanced player profile analysis. The Students will engage in practical production planning, component analysis. Additionally, the course phenomenon such as augmented reality and
course also covers the evolution and exercises to design logos and game creation, and quality assurance addresses effective email and cross-platform play while considering
categories of players in the mobile objects. This will be followed by through comprehensive testing and calendar management, notification GDS 232 – 2D Game Design Project the influence of the Asian market on
market, examining their motivations, hands-on lessons in Animate that feedback. Upon completion of the management, and advanced calendar Credit Hour: 5 global trends.
gameplay preferences, and spending cover keyframes, object rigging, and course, students will have functionalities. Students will also gain GDS 202 – Gamer Profiles and
patterns. Moreover, through class character animation principles such practical experience in board game insights into cloud storage solutions Prerequisite: GDS 121, GDS 223, Behaviors
work and assignments, students will as breathing and running. The course development, along with improved with Google Drive and OneDrive.
develop their own game concepts will also introduce students to the skills in teamwork, creativity, and GDS 201 – Game Mechanics GDS 100, GDS 201 Credit Hour: 3
and mechanics targeting specific essentials of Photoshop, focusing project management. In this hands-on course, students This course provides an
player profiles. on layers, selections, and retouching Credit Hour: 3 will engage in the design and understanding of players, focusing
GDS 132 – Level Design Workshop techniques to enhance images GDS 223 – Introduction to Unity Prerequisite: GDS 101 development of a 2D video game on their motivations, play styles,
effectively but also ethically Credit Hour: 2 prototype using the popular game economic behavior and retention.
Credit Hour: 3 This course focuses on the essential engine Unity. The course begins with Students will be introduced to various
GDS 102 – Prototyping Techniques This introductory course on Unity role of game mechanics in game an introduction to the Unity
Prerequisite: GDS 100 provides students with a design, guiding students to create, player profiles and will engage in
Credit Hour: 3 interface and essential functionalities, advanced player profile analysis. The
This course offers an in-depth study comprehensive foundation in video explain, and justify their unique game including asset retrieval and course also covers the evolution and
of game level design. Students Prerequisite: GDS 101 game development using the Unity mechanisms. Students will explore instantiation. As students explore categories of players in the mobile
innovative mechanics from various
will learn to structure level design This course introduces students to engine. Students will familiarize games and engage in designing their creative concepts, they will market, examining their motivations,
gameplay preferences, and spending
by evaluating game elements and game design prototyping techniques, themselves with the Unity interface, develop a comprehensive game
considering the macro structure of starting with non-engine methods learn to create basic projects and their own. Communication is also design document and prepare a patterns. Moreover, through class
work and assignments, students will
levels, with an emphasis on design such as paper prototypes, tokens, and scenes, and grasp essential concepts emphasized, with discussions and pitch for their project. The course
intentions and gameplay progression. post-its, before progressing such as GameObjects, components, exercises on effectively conveying key emphasizes iterative development, develop their own game concepts
Students will create a to simple digital prototyping using and C# scripting. Over the duration concepts like gameplay, rules, core featuring playtests to evaluate and mechanics targeting specific
player profiles.
of the course, students will engage
gameplay, gameplay loops, objectives,
comprehensive level design strategy tools like spreadsheets and Figma. in hands-on projects which will cover resources, and rewards to production prototypes and refine gameplay GDS 203 – Game Documents
mechanics, controls, and visuals.
document which outlines the Students will conceptualize, design, critical skills like asset integration, teams and editorial decision-makers
direction and gameplay elements for test, and refine their prototypes user interface design, animations, Through a cycle of testing, feedback, Credit Hour: 3
each level. Throughout the course, through iterative processes, learning and debugging tools. By the end, GDS 211 – History of Video Games and adjustment, students will polish
students will develop and refine to apply mathematical concepts Credit Hour: 3 their prototypes and finalize their Prerequisite: GDS 101
their designed levels, incorporating such as probabilities and balancing students will have the knowledge and presentations. This course introduces students
feedback from testing. The course to enhance gameplay systems. experience necessary to develop a This course explores the history, to essential game development
concludes with the modification, The course emphasizes hands- small 2D or 3D game, utilizing Unity’s development, and key milestones GDS 212 – Mobile Game Culture documentation, focusing on
enhancement, and completion of on practice, critical testing, and core features and best practices of the video game industry, from its Credit Hour: 3
adaptation, culminating in origins to the modern era. maintaining comprehensive records.
a full game prototype, providing for project management and error This course explores the evolution Students will conceptualize a game,
students with practical experience in the creation and presentation of a handling. Students will examine the industry’s of mobile video games from their targeting audience, genre, and core
crafting engaging and cohesive game finalized game system prototype as GDS 222 – Office Tools and major players and technological inception to the present day, gameplay, and create a streamlined
levels part of their final assessment. Applications innovations, starting with early focusing on gameplay mechanics, concept document. The course
GDS 121 – Introduction to Adobe GDS 231 – Board Game Project Credit Hour:1 experiments through the first technological advancements, covers the documentation of game
consoles and arcade machines. The
economic models, and cultural
Suite Credit Hour: 5 course covers pivotal moments such implications. Beginning with the mechanics design through iterative
processes, with exercises on detailing
Credit Hour: 3 This course offers an in-depth This course introduces students to as the 1983 market crash, early days of mobile gaming in gameplay elements. By course end,
essential office tools used in modern
In this course, students will explore exploration of board game design, companies, focusing on both Office the revival led by Nintendo in the the 1990s, students will analyze students will produce a complete set
iconic titles, examine technological
the fundamental functions and guiding students from the initial 365 and Google Workspace. Students 1980s, the Sega-Nintendo rivalry of limitations of the era, and discuss of game design documents.
interfaces of Adobe Illustrator, concept to a fully developed will explore word processing with the 1990s, and the technological the role of mobile games in driving
advancements of the 32-bit and 3D
phone sales. The course discusses
Abu Dhabi University | Undergraduate Catalog 2026 - 2027 Abu Dhabi University | Undergraduate Catalog 2026 - 2027

