Academic Expectations: Mathematics

Overview: Reasons and Rationale

This program offers two types of math credit toward your high school graduation:

  • Game Design: 1.5 Credits elective mathematics
  • For First Year - Mathematics for Game Developers: 0.5 Credits
  • For Second Year - Advanced Mathematics Visualizations: 0.5 Credits

    In order to offer this credit we need to make sure students meet the standards and rigor this type of credit requires. While the course of normal activities within Game Development at Warren Tech will require every student to use and develop these skills, we need to document and be aware of these skills. In order to create this documentation and awareness of mathematic skill development all students will be required to include within their blogs, every week, an entry describing their use of at least two particular math practices, and the academic standard it meets.

    Please use the format: Math: <standard from below> as a header for your math entry that follows.

The Standards/Categories

Number and Quantity (Vectors)

Numerics are used constantly by all of us in games. We always need to be aware of size, proportions, comparisons, and (especially) vectors.

  • Any application of vectors, vector math
  • Velocity
  • Acceleration
  • Translation
  • Coordinate Space Transforms
  • Many forms of animation

Algebra and Functions (Coding)

Almost all programming code meets this requirement, but remember we need you to be aware of the math behind your code, and your thinking behind branch testing, decision making, and algorithmic solutions.

  • Linear Interpolation is a good example of math that meets this standard.

Data, Statistics, and Probability (Random Numbers, Statistics)

Commonly used by game designers to balance, offer variety, and make games 'fair'.

  • Analysis of game play statisitics after testing.
  • Blancing random numbers for use in game mechanics.
  • Formulas for damage over time.
  • Formulas for Damage Per Second.
  • Game mechanics for player death or restart.
  • Use of random numbers and probability in almost all ocntexts (design, partical effects, visual variation, MOB spawning)

Geometry (2D and 3D geometrical relationships)

Much of 3D modeling and meets this standard, but as above we are looking for understanding and awareness of your use of these mathematical principles.

  • Representing real world objects in gemetrical terms (3D modeling)
  • Volume, dimension, and spacial relationships in simplifying real world depictions.
  • Relationships of views: A character tri-view.

Evaluation

The following rubric will be used to evaluate your blog entries:

Best (15 pts) Ok (12 pts) Minimal (9 pts) Not Ok (3 pts)
Demonstrates a deep understanding of the math standard, specifically and effectively describes how it was used in the development of the game/project using more than one of the mathematical practice standards with examples, and explains the overall effect that the use of this mathematical concept had on the game. Demonstrates a solid understanding of the math standard and effectively describes how it was used in the development of the game/project using at least one of the mathematical practice standards. Demonstrates a basic understanding of the math standard and names how it was used in the game/project but does not describe the process in detail. Mathematical practice standards not included in the process. Names a math standard but does not tie it, or barely ties it, to the game/project itself.