Which aspect of game design are you doing your project on? There's the art half, and the programming half. If you're doing the programming half, which is what game designers do, you should probably talk about graphics engines and the way things like in-game physics have evolved.
And just as a side note, if you plan on programming games, get very, very, very well aquainted with C++ and other programming languages, if you aren't already. If you haven't spent you're entire childhood programming computers, you're going to be at a serious disadvantage compared to other people. Programming is very competetitive, and most people end up burning themselves out within the first year of learning game design.
You'll also need to be a whiz at math, especially stuff with calculus and algebra. Writing even a tiny, pong like game can be like torture for an experianced programmer. I'm only saying this because most people go into game design without the slightest clue of what they are doing, and then are shocked by the mind-numbing amount of work necessary. My Open GL class started with around 20 kids, it just ended with about 5 in the class. And I'm not sure how many of us actually passed.