Objectives and competences
The aim of the course is to give the students the specific knowledge needed for understanding, designing and implementation of computer games.
To improve knowledge and improve skills of programming.
To develop or upgrade an application that includes the elements of gamification.
Encourage students to creative and critical thinking.
Content (Syllabus outline)
• Introduction: an overview of the subject, motivation.
• Games: history, types of games, computer games.
• Game design: game mechanic, game logic, basic game graphics design.
• Object-orientated design for computer games.
• Game programming patterns: sequencing patterns, behavioral patterns, optimization patterns.
• Game Input Handling: keyboard, mouse, touchscreen, accelerometer, compass, joystick, voice.
• Backend services for games: frameworks, tools, best practices.
• Game engines.
• Development of 2D games.
• Development of 3D games.
• Game Theory: introduction and use of concepts (equilibrium strategies, pareto optimality).
• Fun factors: overview, analyse, and implementation.
• The success of games: analysis and measurement.
• Multiplayer games: tools, design, implementation.
Learning and teaching methods
• lectures,
• seminar work
• lab work,
• individual work.
Intended learning outcomes - knowledge and understanding
• Design and implement simple computer game,
• Security in computer games,
• Developing animations in computer games,
• Explain computer game design and game elements,
• Using the support tools and the technologies in the process of a game development
Intended learning outcomes - transferable/key skills and other attributes
• Communication skills: to describe problems and errors during software development, oral defence of practical exercises and manner of expression at written examination.
• Use of information technology: the use of modern digital devices and developing tools, programming and data analyse.
• Problem solving: defining goals, methods, programming, debugging, search for new ways for computer human communication.
Readings
• Robert Nystrom; Game Programming Patterns; 2014.
• Jason Gregory; Game Engine Architecture; 2014.
• Kevin Werbach Dan Hunter; The Gamification Toolkit: Dynamics, Mechanics, and Components for the Win; 2015.
• Ian Bogost; Persuasive Games: The Expressive Power of Videogames (MIT Press); 2010.
• Jane McGonigal; Reality Is Broken: Why Games Make Us Better and How They Can Change the World; 2014.
Additional information on implementation and assessment The exam may be replaced by written midterm examinations in the weight of 50%.