Page 468 - Undergraduate Catalog 2026-27
P. 468
468 469
GDS 331 – Platformer Game GDS 311 – Current Trends in Video types in their scenes. GDS 312 – Game Genre Analysis GDS 421 – Introduction to Unreal graduate. Students will gather
Project Games (FPS) invaluable experience and will have
GDS 332 – First-Person Shooter Credit Hour: 3 the option of impressing upon their
Credit Hour: 5 Credit Hour: 3 Game Project Credit Hour: 3
This course focuses on the theoretical future employers. Students will be
Prerequisite: GDS 100, GDS 223, GDS Prerequisite: GDS 211 Credit Hour: 5 This course explores the first-person and practical aspects of game assigned practical work and projects
201 shooter (FPS) genre, tracing its development using the Unreal in different areas related to the
This course explores the evolution Prerequisite: GDS 232, Co-Req GDS evolution from early titles to modern Engine. Students will explore the gaming industry and its different
In this course, students will design of the video game industry from the 312 hybrid sub-genres. Students will fundamentals of Unreal Engine, applications such as education,
and prototype a 2D platformer early 2000s to the 2020’s, highlighting examine key milestones of the including its interface, viewport, training, simulation, etc. Qualified
game using a video game engine. landmark titles and significant trends This course offers a comprehensive games history, the diversification of and notable tabs, while learning students will work with their faculty
The course covers fundamental that shaped the gaming landscape exploration of 3D first-person- gameplay mechanics, and the rise of to integrate and manipulate mentor/internship coordinator
mechanics and interactions of during that era. Students will examine shooter game design, guiding competitive gaming through iconic game elements using Blueprints. to plan for placement, timeline,
platformer games, with analysis and the emergence of new consoles, the students through the process of tournaments. The course also covers The course covers topics such as activities, and procedures This course
discussions on iconic titles like Mario transition to 3D gaming, and the creating a gameplay prototype using the influence of technology on FPS actor manipulation, level creation, enhances students’ understanding
and Sonic. Students will work in rise of handheld devices, alongside a video game engine. Students will game design, from the advent of integration of materials, lighting, and of analytical tools and concepts
teams to conceptualize their game, shifts in gameplay mechanics begin with the conceptual design rendering techniques. Students will in game design. Through practice
developing core gameplay elements, and audience diversification. The phase where they will establish core 3D engines to the integration of also practice animation, advanced sessions, micro challenges, and case
characters, and settings, while also course includes discussions on the gameplay mechanics, characters, online communities, as well as the Blueprints, navigation, and particle studies, students learn data mining,
creating a comprehensive pitch impact of online gaming, the mobile and game objectives, then engage contrasting approaches of certain effects, equipping them with the analytics, and machine learning,
document. The course emphasizes revolution, independent game in practical activities including the franchises. Through discussions, skills to design and adjust gameplay exploring data types in games and
practical skills in 2D platformer development, and the introduction writing of pitch documents, designing assignments, and analysis, elements and produce basic level practical applications like balancing
game design, including systems of monetization strategies such as game elements, and programming students will gain a comprehensive designs using the Unreal Engine and retention, while considering
and documentation, programming, free-to-play models. Additionally, the controls while refining their prototype understanding of how FPS games ethical issues like privacy and
planning, and production. It guides course will analyze the influence of through rigorous testing. As they have shaped and continue to GDS 490 - Capstone Project biases. The course also covers game
students through asset retrieval, technological advancements, the progress, students will also focus influence the gaming industry design philosophies, diversity, and
gameplay testing, and iterative emergence of genres, as well as the on production planning, visual asset Credit Hour: 6 discrimination to explore meaningful
refinement of their projects. By the industry’s adaptation to changing creation, level design, and interface GDS 431 - Mobile Game Project Prerequisite: GDS 332, GDS 232, game creation.
end, students will have created a social dynamics, particularly during development, ultimately culminating Credit Hour: 5
polished prototype and prepared a the Covid-19 pandemic, while in the preparation of a final GDS 421 GDS 312 – Game Genre Analysis
presentation for a final jury review contemplating the future of gaming presentation that showcases their Prerequisite: GDS 212, GDS 201, This course offers students (FPS)
in light of technical innovations and work and the gameplay experience Credit Hour: 3
GDS 301 – Narrative Design for environmental considerations. they have crafted. GDS 202 the opportunity to apply their
Video Games This course is designed to guide accumulated knowledge and skills This course explores the first-person
GDS 321 – Introduction to 3D GDS 302 – Game Analytics and in game design by developing a shooter (FPS) genre, tracing its
Credit Hour: 3 Modeling Philosophies students through the entire process comprehensive capstone project in evolution from early titles to modern
Prerequisite: GDS 101 Credit Hour: 3 Credit Hour: 3 of mobile game development, groups. Students will choose to create hybrid sub-genres. Students will
from initial concept to prototype
either a PC or Mobile game, engaging
This course provides an introduction This course covers the essentials of Prerequisite: GDS 101 production using a specialized game in all stages of game development examine key milestones of the
games history, the diversification of
to narrative design, covering its 3D modeling using industry standard engine. Students will engage in from concept inception to final gameplay mechanics, and the rise of
development from tabletop role- software such as Blender, 3DMAX or This course enhances students’ team-based projects, where they will production. The course emphasizes competitive gaming through iconic
playing games to modern video another industry standard software. understanding of analytical tools and develop core gameplay mechanics, iterative design, technical proficiency, tournaments. The course also covers
games. Students will practice Students will be introduced to several concepts in game design. Through create compelling characters, and creative problem-solving as well as the influence of technology on FPS
thematic dialogue writing, minimalist concepts and tools such as the x, practice sessions, micro challenges, define the mobile game’s context and team work. Regular feedback will be game design, from the advent of
storytelling, and environmental y, z axes, the types of views and and case studies, students learn objectives. Throughout the course, provided by the instructor to guide 3D engines to the integration of
narrative techniques. The course the 3D tool interface. The course data mining, analytics, and machine students will write pitch documents, the progress, and a final presentation online communities, as well as the
covers world-building concepts and also covers camera manipulation, learning, exploring data types in design mobile gameplay elements will be evaluated by a jury contrasting approaches of certain
explores the impact of historical shape creation, transformations, games and practical applications with defined functionalities, and GDS 499 – Internship franchises. Through discussions,
like balancing and retention, while
produce essential game components,
and cultural contexts on narrative alignments, measurements, and considering ethical issues like privacy including coding and level design. assignments, and analysis,
creation. Character development skills pivot management. Through guided and biases. The course also covers Credit Hour: 3 students will gain a comprehensive
are developed through the study of practice, students will create simple game design philosophies, diversity, The course emphasizes iterative Prerequisite: Completion of 90 Credit understanding of how FPS games
archetypes, motivations, and conflicts. and complex objects. Additional and discrimination to explore testing and refinement of the game hours have shaped and continue to
The course combines lectures, topics include polygonal modeling, meaningful game creation. mechanics, culminating in a polished influence the gaming industry
discussions, and assignments to optimization practices, and material prototype and a comprehensive The internship course is specifically
equip students with tools for crafting blueprints. The course concludes with presentation for a final jury. designed to provide students an
engaging video game stories and lighting techniques, allowing students opportunity to understand industrial
characters. to integrate and adjust various light practices and culture before they
Abu Dhabi University | Undergraduate Catalog 2026 - 2027 Abu Dhabi University | Undergraduate Catalog 2026 - 2027

