Computer Games Development
Keywords |
Classification |
Keyword |
OFICIAL |
Interaction and Multimedia |
Instance: 2009/2010 - 2S
Cycles of Study/Courses
Acronym |
No. of Students |
Study Plan |
Curricular Years |
Credits UCN |
Credits ECTS |
Contact hours |
Total Time |
MIEIC |
31 |
Syllabus since 2009/2010 |
4 |
- |
6 |
56 |
162 |
Teaching language
English
Objectives
1 - BACKGROUND
Software engineers can take great advantages of having skills in the development of digital games, not only as a final product of the entertainment industry, but also due to the immersive and interactive capabilities of this technology that can enhance diverse software products, even in learning.
2 - SPECIFIC AIMS
The aim of this course is to convey knowledge about the process of computer games development, with particular emphasis on issues related to the programming of the distinct modules that compose a game engine.
3 - PREVIOUS KNOWLEDGE
Programming and Computer Graphics.
4 - PERCENT DISTRIBUTION
Scientific component: 30%
Technological component: 70%
5 - LEARNING OUTCOMES
At the end of the course the student will be able to:
- Identify the distinct tasks in a computer game project and all the skills involved;
- Apply computer games programming techniques within the context of computer games development;
- Select the algorithms and programming techniques that are best suited to the specification and design of a computer game;
- Develop, program and extend the distinct modules that compose a game engine.
- Develop a computer game project integrated in a multidisciplinary team.
Program
The program of this course is based on the document "IGDA Curriculum Framework", with a predominant focus on issues related to computer games programming.
1. Computer Games:
Concept, historical background, development process, psychological and social aspects.
2. Computer Games Design
Creating computer games: creating the story, characters, environments and game levels; the game mechanics; user interaction; supporting documentation.
3. Computer Games Programming
Architecture of a game engine, data structures and algorithms, graphics engine, logic engine, physics engine. Artificial Intelligence. Procedural modelling.
4. Visual and Audio Design
Design, creation and analysis of the visual components of computer games; design and creation of sound and sound environments for computer games.
5. Industry of Computer Games
Outline of the industry of computer games; business areas and application of computer games, computer games development lifecycle.
Mandatory literature
Jeannie Novak;
Game development essentials. ISBN: 978-1-4180-4208-0
ed. Steve Rabin;
Introduction to game development. ISBN: 978-1-58450-679-9
Complementary Bibliography
Deborah Todd;
Game design. ISBN: 978-1-56881-318-9
Troy Dunniway; Jeannie Novak; Game Development Essentials: Gameplay Mechanics , Delmar Cengage Learning, 2008. ISBN: 9781418052690
Kevin Saunders; Jeannie Novak; Game Development Essentials: Game Interface Design, Delmar Cengage Learning, 2007. ISBN: 9781418016203
Chris Crawford; Chris Crawford on game design, New Riders, 2003. ISBN: 9780131460997
Jason Gregory; Game Engine Architecture, A K Peters, 2009. ISBN: 978-1568814131
Teaching methods and learning activities
Classes will be theoretical and practical. One component of the classes is the presentation and discussion of topics from the course program as well as a series of lectures by guest speakers featuring real cases of computer games development. In another component, the students develop two projects on computer game development, integrated in working groups. A conference is taking place at the end of the semester where the students present the final projects developed.
keywords
Technological sciences > Technology > Graphic techniques > Computer graphics
Evaluation Type
Distributed evaluation without final exam
Assessment Components
Description |
Type |
Time (hours) |
Weight (%) |
End date |
Attendance (estimated) |
Participação presencial |
45,00 |
|
|
Extra-classes practical work |
Trabalho escrito |
60,00 |
|
|
Final conference |
Exame |
7,00 |
|
|
|
Total: |
- |
0,00 |
|
Amount of time allocated to each course unit
Description |
Type |
Time (hours) |
End date |
Studying (Theory + Manuals) |
Estudo autónomo |
50 |
|
|
Total: |
50,00 |
|
Eligibility for exams
Do not exceed the maximum number of absences and participate actively in the development of the proposed assignments. Students with worker statute or equivalent are exempted from classes but must present the progress of their work, and should make their presentation together with ordinary students.
Calculation formula of final grade
The final mark is calculated by the following formula:
FM = PP * 25% + FP * 40% + Pres * 25% + EC * 10%
FM: Final Mark
PP: Preliminary Project
FP: Final Project
Pres: Presentation and examination of FP
EC: Evaluation from classes
Examinations or Special Assignments
The presentation of the final project, will be held at the conference in the presence of a jury.
Special assessment (TE, DA, ...)
For students with worker statute or equivalent the EC component may not be considered, with a consequent increase in the assessment of the preliminary project to 30% and the the assessment of the final project to 45%. Additionally, they must comply to the stated in " Admission to Exams".
Classification improvement
Classification Improvement will be held in a single moment with the delivery and presentation of a computer game project. The student should contact the teacher staff for the project specification. It is also necessary to present the evolution of the work at regular intervals.
Observations
Pre-requisites (not mandatory): essential knowledge of Computer Programming (preferably C and C++), Algorithms and Data Structures and Computer Graphics.
About the teaching language: Portuguese is the "regular" language used, but English can be used if foreign students participate in classes.