# Exam 98-374: Gaming Development Fundamentals/Understand Game Design

This lesson covers Understand Game Design. It looks at game types, game genres, player motivation, user interfaces, components, user data, and XNA.

## Activity 1 - Differentiate Among Game Types

This objective may include but is not limited to: console, Xbox, MMORPG, mobile games, PC games.
* Refer to Rogers, Scott. Level Up: The Guide to Great Video Game Design (West Sussex, UK: John Wiley & Sons, 2010) ISBN 9780470688670
* Refer to Schell, Jesse. The Art of Game Design: A Book of Lenses (Burlington: Morgan Kauffman, 2008) ISBN 9780123694966

## Activity 2 - Differentiate Among Game Genres

This objective may include but is not limited to: fantasy, sports, role playing, card, board, First Person Shooter.
* Refer to Rogers, Scott. Level Up: The Guide to Great Video Game Design (West Sussex, UK: John Wiley & Sons, 2010) ISBN 9780470688670
* Refer to Schell, Jesse. The Art of Game Design: A Book of Lenses (Burlington: Morgan Kauffman, 2008) ISBN 9780123694966

## Activity 3 - Understand Player Motivation

This objective may include but is not limited to: quests, tasks, activities, how to win, game goals.
* Refer to Rogers, Scott. Level Up: The Guide to Great Video Game Design (West Sussex, UK: John Wiley & Sons, 2010) ISBN 9780470688670
* Refer to Schell, Jesse. The Art of Game Design: A Book of Lenses (Burlington: Morgan Kauffman, 2008) ISBN 9780123694966

## Activity 4 - Design the User Interface

This objective may include but is not limited to: UI layout and concepts, asset management, game state, gamer services.
* Read XNA Game Studio.
* Read Windows User Experience Interaction Guidelines.
* Refer to Miles, Rob. Microsoft XNA Game Studio 4.0: Learn Programming Now! (Redmond: Microsoft Press, 2011) ISBN 9780735651579

## Activity 5 - Understand Components

This objective may include but is not limited to: differentiate between tool creation and game programming, understand artificial intelligence (AI).
* Read Video Games and Artificial Intelligence.
* Refer to Millington, Ian, and John Funge. Artificial Intelligence for Games (Burlington: Morgan Kauffman, 2009) ISBN 9780123747310
* Refer to Rogers, Scott. Level Up: The Guide to Great Video Game Design (West Sussex, UK: John Wiley & Sons, 2010) ISBN 9780470688670
* Refer to Schell, Jesse. The Art of Game Design: A Book of Lenses (Burlington: Morgan Kauffman, 2008) ISBN 9780123694966

## Activity 6 - Capture User Data

This objective may include but is not limited to: save and restore user data, save and restore game state, handle input states, store data, manage game state, input services.
* Refer to Miles, Rob. Microsoft XNA Game Studio 4.0: Learn Programming Now! (Redmond: Microsoft Press, 2011) ISBN 9780735651579
* Refer to Rogers, Scott. Level Up: The Guide to Great Video Game Design (West Sussex, UK: John Wiley & Sons, 2010) ISBN 9780470688670
* Refer to Schell, Jesse. The Art of Game Design: A Book of Lenses (Burlington: Morgan Kauffman, 2008) ISBN 9780123694966

## Activity 7 - Work with XNA

This objective may include but is not limited to: understanding the architecture of an XNA game; using built-in XNA tools; work with XNA hierarchy (initialization, update loop, drawing).
* Read XNA Game Studio.
* Refer to Miles, Rob. Microsoft XNA Game Studio 4.0: Learn Programming Now! (Redmond: Microsoft Press, 2011) ISBN 9780735651579