PV255 Game Development I

Faculty of Informatics
Autumn 2024
Extent and Intensity
2/2/1. 4 credit(s) (plus extra credits for completion). Type of Completion: z (credit).
Taught in person.
Mgr. Jiří Chmelík, Ph.D. (lecturer)
Mgr. Marek Trtík, Ph.D. (lecturer)
Mgr. et Mgr. Zdeněk Záhora (assistant)
Guaranteed by
Mgr. Jiří Chmelík, Ph.D.
Department of Visual Computing – Faculty of Informatics
Supplier department: Department of Visual Computing – Faculty of Informatics
PB009 Principles of Computer Graphic && PV112 Computer Graphics API && ( PB161 C++ Programming || PB162 Java || PV178 Introduction to C#/.NET )
Expected knowledge:
basics of 3D computer graphics (transformations in 3D space, textures, materials, principles of local and global illumination, etc.)
basic knowledge of shader programming (what is vertex/fragment shader, how to use it)
basic knowledge of 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: 0/75, only registered: 18/75, only registered with preference (fields directly associated with the programme): 12/75
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, in both theoretical and practical approaches. Lectures will provide theoretical principles of game development (computer graphics, physics, games interfaces, etc.).
At seminars, students will get experience with the development of digital games through work on individual and later team-based projects.
Learning outcomes
At the end of the semester, a student should be able to:
create a design of the digital game in form of a game design document;
design and create visual content of the game;
design and implement basic game mechanics;
create a playable prototype of the digital game.
  • Game-play principles (strategy, fps, platformer, etc.), the labour intensity of various game types. Motivation principles in games.
  • Principles of computer graphics in games: 3D models, LoD, sprites, culling, tessellation, procedural generation and instancing;
  • Physical simulations in games: collision detection, rag-doll physics.
  • Lighting: real-time lighting, static vs. dynamic lights, global illumination. Performance.
  • Shaders and graphical effects in games.
  • Animations
  • Game interfaces
  • Audio in games
    recommended literature
  • 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, playtesting.
Assessment methods
Mandatory - active participation at seminars. Mandatory - weekly updates of semestral projects using GIT. Several assignments during the semester. The main criteria for grading will be the scope and quality of the team-based game prototype.
Language of instruction
Follow-Up Courses
Further Comments
The course is taught annually.
The course is taught: every week.
Listed among pre-requisites of other courses
Teacher's information
The course is also listed under the following terms Autumn 2014, Autumn 2015, Autumn 2016, Autumn 2017, Autumn 2018, Autumn 2019, Autumn 2020, Autumn 2021, Autumn 2022, Autumn 2023.
  • Enrolment Statistics (recent)
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