PA199 Advanced Game Design

Faculty of Informatics
Spring 2019
Extent and Intensity
2/1. 3 credit(s) (plus extra credits for completion). Recommended Type of Completion: k (colloquium). Other types of completion: zk (examination).
doc. Fotios Liarokapis, PhD (lecturer)
Bojan Kerouš, Ph.D. (seminar tutor)
Guaranteed by
doc. RNDr. Petr Matula, Ph.D.
Department of Visual Computing – Faculty of Informatics
Supplier department: Department of Visual Computing – Faculty of Informatics
Mon 14:00–15:50 A217
  • Timetable of Seminar Groups:
PA199/01: Mon 16:00–16:50 A215, F. Liarokapis
The knowledge of computer graphics fundamentals
Course Enrolment Limitations
The course is also offered to the students of the fields other than those the course is directly associated with.
fields of study / plans the course is directly associated with
Course objectives
This course intends to introduce advanced game design to the students. The course will cover all major aspects of game design such as advanced computer graphics, human computer interaction and game design issues. At the end of the course students will be able to: Demonstrate an understanding of the main mathematical concepts used in computer game design; Mathematically model all the components of an interactive computer game; Have a good understanding of the collision detection techniques that are used in computer games and apply them in practice; Design and implement an interactive computer game from scratch (i.e. not using a games engine).
  • Introduction to advanced games design
  • Game engine architectures
  • Mathematics and physics for computer game design
  • Collision detection techniques for computer games
  • Fractal terrain generation
  • City and road modeling
  • Fluid modeling
  • Deformation techniques for games
  • Procedural texturing techniques
  • Animation for computer games
  • Crowd modeling techniques
  • Online virtual environments
  • Mobile game development
  • Advanced interaction techniques
  • Serious games
    required literature
  • EBERLY, David H. 3D game engine design :a practical approach to real-time computer graphics. San Francisco: Morgan Kaufmann Publishers, 2001, xxviii, 56. ISBN 1-55860-593-2. info
Teaching methods
Delivery of the material will be based on expositional lectures reinforced by computer demonstrations of the application of the material.
Assessment methods
Two assignments will be the assessment methods of the course. The first assignment will count 30% and the second assignment 70% of the overall mark.
Language of instruction
Further Comments
Study Materials
The course is taught annually.
The course is also listed under the following terms Spring 2015, Spring 2016, Spring 2017, Spring 2018, Spring 2020, Spring 2021, Spring 2022, Autumn 2022, Autumn 2023, Autumn 2024.
  • Enrolment Statistics (Spring 2019, recent)
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