Frequently Asked Questions
and Frequently Answered Answers
Who can take the course, and what are the prerequisites?
CS/INFO 4152 is open to anyone who has taken
CS/INFO 3152 (or its earlier version,
CIS 3000). Teams are built the same way that they are in that course, and the assignments
and milestones follow the model established by that class.
In addition to CS/INFO 3152, this course has other prerequisites specific to each track.
One of the following: CS 3300, CS 4620, CS 4700, CS 4758, or CS 5414. We want programmers
to have have taken an advance computer science course relevant to computer game development,
and to apply that knowledge to this course. Students with extensive programming experience
can obtain instructor permission to be exempt from these prerequisites.
INFO 3450. We do not want the designers to be relegated to artists or 3D modelers. We
want them to be in charge of the user experience and user testing, which is why INFO
3450 is a prerequisite. Students with extensive HCI experience can obtain instructor
permission to be exempt from this requirement.
Students enrolled in the CS course must take the programming track. INFO
students are allowed to choose either track.
Masters students are exempt from all of these requirements as they are not
permitted to take 3000-level courses, and are assumed to have had the relevant
course-work as part of their undergraduate education. Masters of engineering students
in the computer science department are permitted to take CS 4152, while professional
masters students in the information science department are permitted to take INFO 4152.
How is the course graded?
This course is project-based. Therefore, the majority of the grading is going
to be at the group level. However, to make sure that individuals are assessed
fairly, we have a split assessment policy to determine your contribution to the
team. For those of you who have taken CS/INFO 3152, the process may seem very
similar to what we have done in the past.
- Game Grade (30%)
The game grade is determined entirely at
Showcase, and reflects the
quality of your finished product on the following scale.
D's and F's are for extreme problems and handled on a case-by-case basis.
A: Game is well-made and fun to play
B: Game is stable, but less fun than it could be
C: Game is not fun at all, or too buggy to play
- Course Documents (25%)
As part of the development cycle, you will write many specification documents. These are
graded writing-seminar style, with many opportunities for revision.
- Presentations (10%)
Every two weeks, your group will present an the progress that you have made on your game.
Initial presentations are graded pass-fail. Later presentations are graded according to how
your group responded to earlier feedback.
- Game Grade (30%)
By default this is the same as your game grade. However, it may be adjusted by your
peer evaluations. Individuals that contributed the most work or the most vision may receive
a higher grade. Individuals that cause conflict or create "negative work" will
receive lower grades. D's and F's are reserved for individuals that abandon their group
in the middle of the project.
- Participation (5%)
Class participation is graded according to your contribution in during design and
playtesting discussions. This grade also includes mundane factors such as attendance.
Who owns the games made in this class?
Your group retains all ownership of any game that you make in this class. It is Cornell policy
that students own their own work. You are free to make derivative works and commercialize any
project that you create.
However, as a student in this class, you agree to give Cornell a non-exclusive license for the
game as it is submitted at Showcase.
Cornell has the right to distribute that version of the game (and only that version) for
promotional and non-commercial purposes.
How does the academic integrity policy apply to this class?
All students are reminded that they are expected to adhere to the
academic integrity policy for
any course at Cornell. The primary concern in this course is the improper use of
copyrighted materials. You may not use any material — such as software libraries,
art, or music — that prohibits Cornell from distributing your game non-commercially.
Improper usage of copyrighted materials is a violation of the code of academic integrity,
and will be treated as such.
This is particularly important if you use the
Newgrounds Audio Library
to add audio and music to your game. You must follow the licensing terms for any
material that you use. Most of the time, this requires credit in your game. In
that case, you must credit the rights holder in both you game manual and in
the game itself.
When and where does the class meet?
Unlike CS/INFO 3152, this
course has no labs, only "lectures". Of course, "lecture" is a misnomer as many
of those classes are spent on discussions, demonstrations, and critiques. Our
class meets MWF at 11:15 to 12:05 in Hollister 306.
How do project teams work?
Students usually work in teams of about 4-6 people. The course staff picks the
teams by matching people according to the interests they indicate. The staff
also tries to accommodate "pre-made" teams, but we cannot guarantee that you will
always be able to work with a particular person. Experienced artists, in particular,
are a precious commodity and often need to be reassigned to balance out teams.
What does CS/INFO 4152 count for?
Both the CS and INFO courses count as the second major course in the
The CS course is one of the special electives for the
software engineering vector
in the computer science major. You cannot take the INFO course and satisfy this vector
The INFO course may count as an elective in either the Information Systems track
or the Human-Centered Systems track. You may chose either track regardless of your role
on your team (e.g. designers who do no programming may still get Information Systems credit).