FI:PV255 Game Development I - Course Information
PV255 Game Development IFaculty of Informatics
- Extent and Intensity
- 2/1/1. 4 credit(s) (plus extra credits for completion). Type of Completion: z (credit).
- Mgr. Jiří Chmelík, Ph.D. (lecturer)
Mgr. Milan Doležal (seminar tutor)
Mgr. David Kuťák (seminar tutor)
RNDr. Zuzana Ferková (seminar tutor)
RNDr. Jan Byška, Ph.D. (alternate examiner)
- Guaranteed by
- Mgr. Jiří Chmelík, Ph.D.
Department of Visual Computing - Faculty of Informatics
Supplier department: Department of Visual Computing - Faculty of Informatics
- Mon 18:00–19:50 A217
- Timetable of Seminar Groups:
PV255/02: Wed 11:00–11:50 B311, M. Doležal, J. Chmelík, D. Kuťák
- PB009 Computer Graphics Principles && PV112 Computer Graphics API && ( PB161 C++ Programming || PB162 Java )
Expected knowledge: - basics of 3D computer graphics (transformations in 3D space, textures, materials, local and global illumination, etc.) - basic knowledge of shader programming (what is vertex/fragment shader, how to use it) - object-oriented programming.
- Course Enrolment Limitations
- The course is also offered to the students of the fields other than those the course is directly associated with.
The capacity limit for the course is 75 student(s).
Current registration and enrolment status: enrolled: 29/75, only registered: 1/75, only registered with preference (fields directly associated with the programme): 1/75
- fields of study / plans the course is directly associated with
- there are 34 fields of study the course is directly associated with, display
- Course objectives
- The aim of the course is to introduce the field of development of digital games, both theoretical and practical approaches. At the end of the course students should be able to:
the design concept of a simple digital game;
design and create audio-visual content of the game;
design and implement basic game mechanisms;
compile and publish own digital game.
- Learning outcomes
- At the end of the semester, a student should be able to:
- create a design of digital game;
- write down game design document;
- implement a playable prototype of the game;
- estimate time load of the project;
- Introduction, organization; From the concept to the final product.
- Game-play principles (strategy, fps, platformer, etc.), labour intensity of various game types. Motivation principles in games.
- Game design: game-play, aesthetics, game environment and levels. Relation between design and monetization.
- Principles of computer graphics in games: 3D models, LoD, sprites, culling, tessellation, procedural generation and instancing; Performance: polygon count, textures size, shaders.
- Physical simulations in games: collision detection, springs, rag-doll physics.
- Lighting: real-time lighting, static vs. dynamic lights, global illumination. Performance.
- Shaders and graphical effects in games: types of shaders (manipulation and coloring vertices, lighting, transparency, screen-space shaders).
- Animations: atomic animations, state automata, blending; relation between code and animations.
- Game interface: controls (keyboard, mouse, gamepad, touch screen, motion capture, VR); graphical user interface and menus (main, in-game, HUD).
- Artificial intelligence - principles: game-state, simulator, controllers; movement, path-finding, searching; perceiving, decision making, remembering, execution. AI data structures: state machines, path graphs, behavior trees, neural networks.
- Production: developers team, roles in team; financial aspects; online publishing and monetization options.
- recommended literature
- D'AOUST, Kyle. Unity Game Development Scripting. 2014. ISBN 978-1-78355-363-1. URL info
- MILLINGTON, Ian and John David FUNGE. Artificial intelligence for games. 2nd ed. Burlington: Morgan Kaufmann Publishers, 2009. xxiii, 870. ISBN 9780123747310. info
- SCHELL, Jesse. The art of game design : a book of lenses. 1st ed. Burlington: Morgan Kaufmann, 2008. xxx, 489. ISBN 9780123694966. info
- Teaching methods
- Lectures, seminars, homework, student presentations of their designs and prototypes
- Assessment methods
- Seminars are mandatory. Four homeworks during the semester.
- Language of instruction
- Follow-Up Courses
- Further Comments
- The course is taught annually.
- Listed among pre-requisites of other courses
- Teacher's information
- Enrolment Statistics (recent)
- Permalink: https://is.muni.cz/course/fi/autumn2020/PV255