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Game Design A

Dr. Jason Cross · Room 162

About Your Teacher

A Little About Me

I love these kids. I want them to be successful, and I work long hours to make sure I'm offering the best courses I possibly can.

What This Class Is About

Designing & Building Real Games

Game Design A combines creative problem-solving, computer science, and interactive media. Students plan, build, test, and improve computer games using accessible game-development tools — mechanics, player experience, level design, storytelling, programming logic, visual design, and debugging.

No previous game-design or programming experience is required.

A first version is rarely a finished version. Iteration — build, test, revise — is a central part of professional game development, and a central part of this course.

A Common Question

"Do They Just Play Games All Class?"

Game Design is a development course, not an open gaming period.

Students may play games when it's part of an assigned analysis, testing activity, or approved development process — and they should be able to explain how it supports the assigned learning objective. Unrelated games aren't played during class.

Classroom Culture

Our Core Rules

Our Motto

Challenge Accepted. Do Hard Things.
Be Here. Give Effort. Ask for Help.

Phones & Headphones

Phones go in the numbered classroom holder at the start of every class and stay there until dismissal. Headphones and earbuds aren't worn during class.

This isn't about punishment — research consistently shows a phone's mere presence drains working memory, even unused. This policy protects concentration so students can actually learn.

Artificial Intelligence

Green Light / Red Light AI Policy

🟢 Green Light

AI is encouraged for brainstorming game concepts, developing characters and themes, analyzing errors, and getting debugging suggestions — as long as the student checks, understands, and can explain the result.

🔴 Red Light

Some quizzes, foundational skill-building, and in-class tasks are AI-off — designed for students to demonstrate what they personally know and can do.

AI isn't the enemy — it's a modern tool students need to learn to use effectively, responsibly, and honestly.

Pace & Workload

Classwork, Not Routine Homework

This course does not traditionally assign routine homework. Students get substantial class time to complete design exercises, prototypes, and projects — the expectation is that they use it well.

This class moves quickly. A student who misses the introduction to a development tool or a key concept can fall behind fast — a student who's absent returns to a class that's kept moving.

Late & Missing Work

If Work Is Missing

  1. Identify exactly what's incomplete.
  2. Review the posted instructions, examples, and materials.
  3. Ask questions when clarification is needed.
  4. Schedule time outside of class to complete the work.
  5. Attend after-school assistance when reteaching is necessary.
  6. Submit the completed work through the course procedure.

An absence doesn't automatically remove a deadline, especially for long-term projects announced in advance.

Grading

How Grades Work

A game project is never graded only on whether it launches. Projects are evaluated on design quality, functionality, clarity, appropriate challenge, testing, revision, and the student's ability to explain the completed work.

A90–100%
B80–89%
C70–79%
D60–69%
FBelow 60%

Grades are not given. They are earned through hard work, consistent effort, completed development work, and demonstrated understanding.

I'm Here to Help

After-School Support & Contact

Available Monday–Thursday, 3:00–5:30 p.m., by appointment

Students can make up missed work, get reteaching, review difficult concepts, revise work, or get help with a major project — in a smaller, quieter setting.

Get in Touch

Dr. Jason Cross · Room 162
jcross@dcsdk12.org

Full course syllabus available anytime at drcross.org.

Thank You

Let's Have a Great Year

Challenge Accepted. Do Hard Things.
Be Here. Give Effort. Ask for Help.