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Digital media and game development - course description

General information
Course name Digital media and game development
Course ID 11.3-WE-INFD-DMaGD-Er
Faculty Faculty of Computer Science, Electrical Engineering and Automatics
Field of study Computer Science
Education profile academic
Level of studies Second-cycle Erasmus programme
Beginning semester winter term 2021/2022
Course information
Semester 2
ECTS credits to win 5
Course type obligatory
Teaching language english
Author of syllabus
  • dr hab. inż. Marek Sawerwain, prof. UZ
Classes forms
The class form Hours per semester (full-time) Hours per week (full-time) Hours per semester (part-time) Hours per week (part-time) Form of assignment
Lecture 15 1 - - Credit with grade
Laboratory 30 2 - - Credit with grade
Project 15 1 - - Credit with grade

Aim of the course

  • To familiarize students with the design and production of computer games or digital media.
  • Presentation of the requirements of the electronic entertainment industry.
  • Shaping basic skills in preparing for work as a game designer or digital media creator.

Prerequisites

Computer Graphics, 3D Games Programming

Scope

Game study. History of video games. Types and categories of video games. Game evaluation in terms of technology, narration, playability, interaction and aesthetics.

Digital media study. Computer animations and special effects. Digital media evaluation in terms of technology, narration and aesthetics.

Game design theory. Principles and methodology of game production. Game concept (mechanics, game rules, world modeling). Game economy (simulations, rules of play, "rewards and punishments" for a player, complexity of the game, interaction and player experience building).

Digital Storytelling. Linear and nonlinear narration. Scripts and screenplays. Principles of digital drama. Build of character.

Game programming. Physics and games. Environment for game development. Data representations (component oriented model, ECS pattern). Artificial Intelligence of non playable characters (NPC).

Game Assets. Design of computer game components or computer animation. Designing a soundtrack and sound elements.

Level Design. Designing virtual worlds - the level of the game or the scenography of film/animation.

Document Creation. Development of a document containing the concept of game/animation, scenario, asset description and illustrations, scenography description and illustrations, description of selected project environment, description of data format and code components, user demography, comparison with similar games.

Game creations/Films production. Developing of a prototype game or multimedia application. Evaluation of the prototype.

 

Teaching methods

Lecture: conventional lecture
Laboratory: laboratory exercises, group work
Project: project method, discussions and presentations

Learning outcomes and methods of theirs verification

Outcome description Outcome symbols Methods of verification The class form

Assignment conditions

Lecture - obtaining a positive grade in written exam. 
Laboratory - the main condition to get a pass are sufficient marks for all exercises and tests conducted during the semester.
Project - a condition of pass is to obtain positive marks from all project tasks and preparation written report of project.
Calculation of the final grade: = lecture 40% + laboratory 30% + project 30%.

Recommended reading

  1. Computer Games: 6th Workshop, CGW 2017, Held in Conjunction with the 26th International Conference on Artificial Intelligence, IJCAI 2017, Melbourne, VIC (In:
    Computer and Information Science), Editors: Cazenave, T., Winands, M.H.M., Saffidine, A. Springer, 2018.
  2. Ciesla, R.: Mostly Codeless Game Development: New School Game Engines, Apress, 2017.
  3. Doran, J.P., Casanova, M.: Game Development Patterns and Best Practices, Packt Publishing, 2017.
  4. Polished Game Development From First Steps to Final Release, Apress, 2016.
  5. Jerald J.: The VR Book: Human-Centered Design for Virtual Reality (ACM Books), Morgan & Claypool Publishers, 2015.
  6. Nystrom, R: Game Programming Patterns, Genever Benning, 2014.
  7. Adams E.: Fundamentals of Game Design, 2nd edition, New Riders, 2009.
  8. Fox B.: Game Interface Design, Thomson, 2005.
  9. Freeman D.: Creating Emotion in Games: The Craft and Art of Emotioneering, New Riders, 2003.
  10. Rucker R.: Software Engineering and Computer Games, Addison Wiley, 2002.

Further reading

  1. Nandy, A., Biswas, M.: Neural Networks in Unity C# Programming for Windows 10 UWP, Apress 2018.
  2. Herhuth E.: Pixar and the Aesthetic Imagination: Animation, Storytelling, and Digital Culture, University of California, reprint edition, 2017.
  3. Doppioslash, C.: Physically Based Shader Development for Unity 2017: Develop Custom Lighting Systems, Apress 2017.
  4. Adams E.: Fundamentals of Game Design, 3rd edition, New Riders, 2013.
  5. Adams E., Dormans J.: Game Mechanics: Advanced Game Design, New Riders , 2012.
  6. Bateman C.: Game Writing: Narrative Skills for Videogames, Cengage Learning, 2006.
  7. Adams E.: Break Into The Game Industry: How to Get A Job Making Video Games, McGraw-Hill Osborne Media , 2003.
  8. Morrison M.: Teach Yourself Game Programming, Sams Publishing, 2002.

Notes

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Modified by dr hab. inż. Marek Sawerwain, prof. UZ (last modification: 15-07-2021 23:23)