Course details
Introduction to Game Development
1ZHERV FaVU 1ZHERV Acad. year 2021/2022 Winter semester 4 credits
The ever-increasing impact of computer games, simulators, and "serious games" applications undeniably shows their future potential. However, their development requires a comprehensive overview of a wide range of topics and creative approaches used in solving various and unconventional problems. In the course Game Design Principles (IZH), we introduce participants to the issue of game development both in terms of theoretical algorithms and procedures, as well as practical experience using the Unity platform.
WHY IS THE COURSE TAUGHT
The course offers participants an introduction to the development of computer games. However, this knowledge can be applied in a broader context. Thanks to the massive demand for visualizations and prototypes, the so-called "serious games" are frequently utilized in many applications. Their uses range from games for entertainment, architectural designs, product prototypes, visualizations, and presentations to film prototypes. The theoretical part of the course takes the form of lectures, introducing the general concepts, algorithms, and procedures of game design. Further, the practical exercises allow the students to deepen their abilities through regular demonstrations, practical exercises, and a project focused on the Unity development platform.
Guarantor
Course coordinator
Language of instruction
Completion
Time span
- 26 hrs lectures
- 12 hrs exercises
- 14 hrs projects
Assessment points
- 100 pts projects
Department
Lecturer
Instructor
Subject specific learning outcomes and competences
ACQUIRED SKILLS, KNOWLEDGE AND COMPETENCES FROM THE SUBJECT
Students will learn the basic terminology of game design set in the contemporary game development process.
Students will gain an overview of algorithms and techniques used in the implementation of interactive and passive multimedia applications.
Students will learn to solve common problems in game development using the Unity development platform.
Students will be able to transform concepts and ideas into real-world applications using prototypes and hands-on development processes.
SKILLS, KNOWLEDGE AND COMPETENCES GENERAL
Students will learn to solve simple programming problems through regular assignments.
Students will become proficient in the practical use of programming, debugging and modelling tools.
Students will practice scripting and programming in C# and HLSL.
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Learning objectives
The objective is to provide the students with an overview of game application development. We present the practical implementation using the Unity platform, focusing on both game and serious applications. Students will get acquainted with individual game systems, their relevance in the whole, and finally, how to implement them. Specifically, we focus on game development issues concerning communication with the user, rendering, physical simulation, sound, and modeling. Further, we introduce the participants to frequently used game development tools. Ultimately, the acquired knowledge enables the students to transform their ideas into real interactive and passive applications, providing the necessary groundwork for further development.
Prerequisite knowledge and skills
Necessary prerequisite knowledge includes:
Basics of Algebra and Geometry: matrices, vectors, transformations, projections.
Basics of Programming: troubleshooting, any programming or scripting language.
Basics of Computer Graphics and Multimedia: 3D rendering, forms of multimedia data.
Study literature
- Raph Koster; Theory of Fun for Game Design; O'Reilly Media; 2013 (2. vyd.).
Fundamental literature
- Jason Gregory; Game Engine Architecture; A K Peters/CRC Press; 2018 (3. vyd.).
- Jesse Schnell; The Art of Game Design: A Book of Lenses; A K Peters/CRC Press; 2019 (3. vyd.).
- Robert Nystrom; Game Programming Patterns; Gennever Benning; 2014 (1. vyd.) + online.
- [Manuál Unity](https://docs.unity3d.com/Manual/index.html)
- [The Book of Shaders](https://thebookofshaders.com/)
Progress assessment
Each student is required to obtain at least 2 points from each practical exercise. Submission and presentation of the Game Jam project are mandatory, with no less than 24 points required to pass the course successfully.
ASSESSMENT POINTS
58 project, 42 practical exercises
Teaching methods and criteria
26 hrs lectures, 12 hrs demonstration exercises, 14 hrs projects
Teaching will be in the form of lectures followed by tutor-led exercises and independent work on projects.
Controlled instruction
PROGRESS ASSESSMENT
Practical exercises up to 7 x 6 = 42 points.
Game Jam project up to 58 points.
Minimum to pass the course according to the ECTS assessment is 50 points.
CONTROLLED INSTRUCTION
The practical exercises are assigned and evaluated during the semester.
The Game Jam project takes place during the final weeks of the semester, ending with the time limit expiration.
Course inclusion in study plans