09/05 Introduction; design vs. development; history of games; 
      game genres & archetypes; game theory & prisoner's dilemma;
      deterministic games; game trees; minimax algorithms.

09/12 Non-deterministic games; games of imperfect knowledge;
      decision trees; gambling and casinos. AI: search strategies;
      monster behaviors.

09/19 Constraint propagation (sokoban, black box); puzzle design (word,
      shape, number, memory, trivia, dexterity, team); lateral thinking
      in puzzles.

09/26 Stories & backstories; text adventure design; storyboarding;
      Inform tutorial; subgames; visual adventure games; path
      multiplicity.

10/03 Role-playing game design; GURPS; LARP; Everquest & Neverwinter 
      Nights.  Graphics (non-game-specific): rendering pipelines,
      hidden line removal, occlusion, clipping, lighting, sprites,
      Z-buffering.

10/10 Graphics (game-specific): texture mapping, skinning, bump
      mapping, mip mapping.scrolling, levels of detail & popping,
      progressive meshes & hysteresis, terrain generation, camera
      algorithms, octrees, collision detection, keyframe animation,
      attenuation maps, lens flares.

10/17 First-person shooter design (DOOM, Quake; Half-life);
      world-exploration game design (Super Mario 64).  
      Training players; cut scenes; save games.  Game programming
      environments: ActionScript, Perl/Tk, Java, OpenGL, CG, Direct3D,
      SDL, game engines; EGGG.

10/24 Video game design; MAME; arcade vs. game consoles.  Networked
      games: architectures, security, wireless gaming.

10/31 Physics; kinematics & dynamics; quaternions; projectiles; cars;
      airplanes & spacecraft; boats & water; friction & viscosity;
      Euler integration.

11/07 Simulation design; resource allocation; WorldForge tutorial;
      the Sims & Creatures; real time strategy design; FreeCraft tutorial; 
      StarCraft & Gettysburg; God game design; Civiliation III; Black
      & White.  Sports games: realism vs. gameplay, team control, 
      fantasy sports.

11/14 User interface; heads-up displays; accessibility vs. ergonomics;
      shortcuts; mapping; player expectations; sound; haptics.

11/21 Miscellaneous topics: the game business, playtesting, mutating
      games, rating systems...

12/05 Public exhibition.