GSD 390

Fall 2025 All Classes

All Classes
Special Topics in Game Studies & Design

Credit: 1 TO 3 hours.

Advanced study or skills-based instruction in an emerging or special topic related to Game Studies and Design not covered in normal course offerings.

Approved for both Letter and S/U grading. May be repeated if topics vary.

Section Status updates every 10 minutes.
GSD 390 class schedule data for fall 2025
CRN Type Section Time Day Location Instructor Section Details
77859
Laboratory-Discussion
AN2
1:00PM -3:40PM
F
0060 Siebel Center for Design
Velazquez, J
Part of Term:
1
Date Range:
08/25/25-12/10/25
Credit:
3 hours
Section Title:
Animation for Games
Section Info:
This course is designed to build a strong foundation for Game Art Animation. You will become familiar with Blender’s interface and navigating both 2D and 3D workspaces, build a strong working knowledge of the basics for animation and design.
78560
Laboratory-Discussion
BLN
9:30AM -12:10PM
F
0060 Siebel Center for Design
Velazquez, J
Part of Term:
1
Date Range:
08/25/25-12/10/25
Credit:
3 hours
Section Title:
Intro to 3D Game Art
Section Info:
This course is designed to build a strong foundation for Game Art Development. You will become familiar with Blender’s interface and navigating the 3-D workspace, build a strong working knowledge of the basics for 3-D modeling and design. You will learn the basic skills needed to create 3d models and apply textures and lighting and get a feel for animating, and rendering. Blender is available for Windows and Mac OS.
78600
Laboratory-Discussion
DHP
2:00PM -3:50PM
MW
243 Armory
Hopping, D
Part of Term:
B
Date Range:
10/20/25-12/10/25
Credit:
2 hours
Section Title:
Improv for Games
Section Info:
Whether you've seen it in your favorite Tabletop Role Playing game, on a television show like Whose Line is it Anyway, or in person at Second City, improvisation is everywhere. In this course, students will learn and practice basic improvisational techniques, with the goal of exploring fictional characters and scenarios in and around games and game design. Students will also get the opportunity to create new Improv games, and approach the space from a designer's perspective. No theater or game design experience is required!
78012
Laboratory
JGP
1:00PM -2:50PM
T
Location Pending
Hurtado Duarte, P
Part of Term:
B
Date Range:
10/20/25-12/10/25
Credit:
1 hours
Section Title:
AI Systems in Games
Section Info:
Guided exploration of AI tools and how they can be used to design and build games.
78069
Laboratory-Discussion
MCR
9:00AM -11:20AM
W
1002 Siebel Center for Design
Curtin, M
Part of Term:
1
Date Range:
08/25/25-12/10/25
Credit:
3 hours
Section Title:
Concept Art for Video Games
Section Info:
This course teaches students how to collaboratively generate video game concept art, gain industry perspective, and prepare for the role through a simulated studio’s pre-production lifecycle. Students will leave the class with a visual record of their work to showcase to potential employers. To fully benefit from the course, a level of proficiency and confidence in drawing is recommended. Students can work in either traditional or digital mediums (BYOL for digital).
80772
Laboratory-Discussion
U2D
2:00PM -3:50PM
TR
0060 Siebel Center for Design
Baird, D
Part of Term:
B
Date Range:
10/20/25-12/10/25
Credit:
2 hours
Section Title:
Unreal Engine: 2D Deep Dive
Section Info:
This course is intended to be a deeper dive into the 2D/2.5D systems of the video game development engine Unreal Engine. We'll be covering the Paper2D and PaperZD systems. Over the course of the class you will be putting together a series of simple demos that can be used as both a personal reference for what you've learned as well as a demo for your portfolio. The course is intended for both those with beginner experience in Unreal Engine or experienced developers who wish to learn more about Unreal Engine and its 2D systems.
79791
Online
URP
ARRANGED
n.a.
n.a.
Bregermann, J
Part of Term:
1
Date Range:
08/25/25-12/10/25
Credit:
3 hours
Section Title:
Unreal Programming
Section Info:
In the Unreal Programming (C++) course for beginner-level students, I would introduce the fundamentals of C++ programming within the Unreal Engine environment. We would start with the basics of C++ syntax, including variables, data types, loops, and conditional statements. Next, students would learn about object-oriented programming concepts such as classes, inheritance, and polymorphism, and how these are applied in Unreal Engine. I would cover essential topics like memory management, pointers, and references, which are crucial for efficient game development. Students would also gain hands-on experience by writing and integrating C++ code with Unreal Engine to create simple game mechanics, manipulate game objects, and handle player inputs. Additionally, we would explore Unreal Engine’s API and how to use it to extend the functionality of games. By the end of the course, students would have a solid foundation in C++ programming and be capable of developing basic games and interactive applications in Unreal Engine.
79793
Online
UTP
6:00PM -9:00PM
R
n.a.
Song, A
Starks, K
Part of Term:
B
Date Range:
10/20/25-12/10/25
Credit:
2 hours
Section Title:
Unity Programming in C#
Section Info:
The focus of this course is learning to write clean, efficient C# scripts in the Unity game engine to control gameplay mechanics, user input, physics interactions, UI systems, and more. Through a series of guided projects and creative challenges, you’ll gain practical experience with object-oriented programming concepts, the fundamentals of C# and Unity's core tools and architecture. Prior programming experience isn't required, but it is helpful.
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