FI:PV255 Digital games - Course Information
PV255 Digital gamesFaculty of Informatics
- Extent and Intensity
- 2/2/0. 4 credit(s) (plus extra credits for completion). Type of Completion: k (colloquium).
- Mgr. Milan Doležal (seminar tutor)
Bc. Antonín Hojný (seminar tutor)
Mgr. Jiří Chmelík, Ph.D. (lecturer)
- Guaranteed by
- doc. RNDr. Petr Matula, Ph.D.
Department of Visual Computing - Faculty of Informatics
Supplier department: Department of Visual Computing - Faculty of Informatics
- Tue 18:00–19:50 D3
- Timetable of Seminar Groups:
PV255/02: Wed 12:00–13:50 B311, M. Doležal, A. Hojný
PV255/03: Wed 18:00–19:50 B311, A. Hojný, J. Chmelík
- Prerequisites (in Czech)
- PB009 Computer Graphics Principles && PV112 Computer Graphics API && ( PB161 C++ Programming || PB162 Java )
- 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: 0/75, only registered with preference (fields directly associated with the programme): 0/75
- fields of study / plans the course is directly associated with
- 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: design concept of simple digital game; design and create audio-visual content of the game; design and implement basic game mechanisms; compile and publish own digital game.
- Introduction, organization; From to concept to final product.
- Game-play principles (strategy, fps, platformer, etc.), labor intensity of each type. 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, platform dependence (PC, consoles, mobile platforms).
- Physical simulations and lighting: collision detection, springs, rag-doll physics; real-time lighting, static vs. dynamic lights, global illumination.
- Animations: atomic animations, state automata, blending; relation between code and animations.
- Game interface: controls (keyboard, mouse, gamepad, touch screen, motion capture); graphical user interface and menus (main, in-game, HUD).
- Shaders and graphical effects in games: types of shaders (manipulation and coloring vertices, lighting, transparency, screen-space shaders);
- Audio - sound, music and dubbing: audio sources, limits: data size vs. quality, simultaneous playback. Localization: audio, texts, textures, menus
- 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
- 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 and seminars, term project.
- Assessment methods
- Seminars are mandatory. Assessment based on semestral, group project: two presentations during semester, final submission and presentation during examinanion period.
- Language of instruction
- Further Comments
- Study Materials
The course is taught annually.
- Listed among pre-requisites of other courses