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Game Development (Viborg)

Code

IT-GMD1

Version

1.0

Offered by

ICT Engineering

ECTS

5

Prerequisites

Proficiency with object oriented programming.

Main purpose

The purpose of this course is to provide the student with knowledge, skills and competences to develop games and interactive experiences using the Unity game engine.
 
The course provides a multidisciplinary perspective to game development, but is primarily rooted in the role of the software engineer, focusing on code architecture in a script based environment.
 
Through weekly exercises and a project, the course covers various topics, which will provide the student with the qualifications needed to develop interactive experiences across various platforms including PC, mobile and interactive tables.

 

Knowledge

After successfully completing the course, the student will have gained knowledge about:
  • General game development principles, tools, patterns and best practices
  • Code structure in a framework based on a lose implementation of the ECS pattern
  • Advanced programming concepts such as co-routines, delegates and events
  • Game engines
  • Basic game design principles
  • The game development production pipeline
  • An engineer’s role in game development
  • The .NET framework
  • The animator state machine
  • Digital audio
  • Data persistence
  • Various assets in game development
  • Interactive 3D rendering
 

Skills

After successfully completing the course, the student will have acquired skills in:
  • Navigating Unity and making use of its various features
  • Creating C# scripts to modify game behavior
  • Utilizing the SOLID design principles in a script based environment
  • Structuring software projects
  • Deploying applications on various hardware
  • Navigating the Unity and C# documentation
  • Utilizing game design theory to conceptualize games
  • Importing and working with various assets from other game development professions including 3D models and animations
  • Working with materials, shaders and textures
  • Handling physics in games
  • Creating and manipulating animations for characters using state-based machines
  • Creating responsive user interfaces for games
  • Working with digital audio in real time engines
  • Optimization utilizing the profiler of Unity
 

Competences

After successfully completing the course, the student will have acquired competences in developing industry standard interactive experiences using Unity3D. The student will be able to possess the developer position within a multidisciplinary game development pipeline, identifying and executing on the technical requirements of the developed product. The student will also have a solid foundation to further professional skills in game development independently.

Topics

  • Game design
  • Scripting basics
  • Physics engines
  • User input
  • Animations
  • Digital audio
  • 2D game development
  • Graphics
  • User interfaces
  • Game managers
  • Advanced scripting
  • Optimization
  • SOLID design principles
  • Interactive tables
 

Teaching methods and study activities

Theory lessons, practical exercises, and working in groups on a course assignment.
 
The students must form groups of no more than four individuals and develop a game or an interactive experience within a specific context given by the lecturer. While developing the application the students must document their progress using an online blogging tool.
 
The semester has 56 classroom lessons; four lessons once a week for 14 weeks. Half of the lessons have lecturer participation. These lessons consist of project guidance, discussion of theory and exercises. The remaining lessons consist of “office hours” where students are working in groups on projects and exercises. The total workload of the student is expected to be around 140 hours. Referring to the Study Activity Model, the workload is distributed as follows:
 
CATEGORY 1
Participation of lecturer and students Initiated by the lecturer
21 hours - 15 %
  • Lessons, scheduled
  • Exercises in class
  • Project guidance
  • Study guidance
  • Discussion of theory
  • Exam
CATEGORY 2
Participation of students
Initiated by the lecturer
59 hours - 42 %
  • Office hours, scheduled
  • Preparation for lessons
  • Exercises
  • Project and group work
  • Homework
CATEGORY 3
Participation of students
Initiated by students
59 hours - 42 %
  • Self-study
  • Group work
  • Literature search
  • Preparation for exam
CATEGORY 4
Participation of lecturer and students initiated by students
1 hour - 1 %
  • Study guidance
 

Resources

The curriculum consists of online resources that will be made available on the course website.

Evaluation

Internal examination.

The evaluation of the course is based on the oral exam at the end of the course. Only students with approved course work will be allowed to attend the exam.
 

Examination

Individual, oral exam, 20 minutes.

At the exam, the student will present the course assignment in dialogue with the examiner. Allowed tools: All
 

Grading criteria

According to the 7-point grading scale.
 
Mark 12:
Awarded to students who have shown excellent comprehension of the above-mentioned competences. A few minor errors and shortfalls are acceptable.
 
Mark 02
Awarded to students for the just acceptable level of comprehension of the required competences.
 

Additional information

Responsible

Jakob Knop Rasmussen (JKNR)

Valid from

2/1/2019 12:00:00 AM

Course type

Keywords