Video Game Design and Development GES 605 » 500 hours
Get Started
Find an accredited school near you.
Overseas Military enter "APO" or "FPO"Benefits of
Online Career Training
- Learn in-demand job skills
- Start anytime and set your pace
- Affordably priced
- C++ Programming for Game Developers I
- How to Create a C++ Program, Console Input and Output, Variable, and Arithmetic Operators
- Logical Operators, Controlling Program Flow, Repetition, and Arrays
- Functions
- References and Pointers
- Classes and Object-oriented Programming Design
- Strings
- Operator Overloading
- File Input and Output
- Inheritance and Polymorphism
- C++ Programming for Game Developers II
- Template Classes and Template Functions
- Error Handling
- Number Systems, Data Representations, and Bit Operations
- The Standard Template Library
- Introduction to Windows Programming
- Menus and Drawing With GDI
- Dialog Boxes
- Timing, Animation, and Sprites
- Designing and Implementing a 2D Game
- Math Primer
- Real Numbers
- Algebra
- Analytic Geometry
- Triangles
- Graphics Programming With DirectX 9 I
- 3D Mathematics
- The Transformation and Lighting Pipeline
- Initializing Direct3D
- Vertex and Index Buffers
- Single and MultiTexture Effects
- Camera Management Systems
- Compressed Textures
- Texturing and the Texture Blending Cascade
- Alpha Blending
- Loading GILES Scenes
- Game Mathematics
- Set Theory and Functions
- Polynomials
- Trigonometry
- Vector Mathematics
- Matrix Mathematics
- Quaternion Algebra
- Linear Transformations
- Analytic Geometry
- Graphics Programming With DirectX 9 II
- The D3DX Mesh Containers
- Progressive Meshes
- Scene Hierarchies
- Keyframe Animation
- Indexed and Non-indexed Vertex Blending
- Software and Hardware Skinning Techniques
- Skeletal Animation
- Tree Animation and Rendering
- X Files
- Motion Blending
- Collision Detection and Response
- Quadtrees, Octrees, and kD-Trees
- Binary Space Partitioning (BSP) Trees and Potential Visibility Sets (PVS)
- Artificial Intelligence for Game Developers
- Decision Making
- Grid Traversal and Search Algorithms
- Path finding with A*
- Flocking Behaviors
- Finite State Machines
- Scripting
- Squad Level AI
- Waypoint Networks
- AI Engine Integration
- Physics for Game Developers
- The Principles of Newtonian Physics
- Simulating Gravity
- Simulating Friction
- Modeling Acceleration and Velocity
- Trajectories
- Kinematics and Motion Control
- Collision Detection and Response
- Animation Technique