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: 20/75, only registered: 0/75, only registered with preference (fields directly associated with the programme): 0/75
Fields of study the course is directly associated with
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.
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
FELICIA, Patrick. Getting Started with Unity. : PACKT PUBLISHING, 2013. ISBN 978-1-84969-584-8. info
SMITH, Matt and Chico QUEIROZ. Unity 4.x Cookbook. : PACKT PUBLISHING, 2013. 386 pp. ISBN 978-1-84969-042-3. info
Lectures and seminars, term project.
Seminars are mandatory.
Assessment based on semestral, group project: two presentations during semester, final submission and presentation during examinanion period.