Computer Games

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Credits
3
Types
Elective
Requirements
This subject has not requirements
Department
CS
Mail
Introduction to the fundamental techniques and software tools that are used in game development. Students will learn to use these tools to create a game.

Teachers

Person in charge

  • Antonio Chica Calaf ( )

Competences

Technical Competences of each Specialization

Especifics

  • CTE1 - Capability to model, design, define the architecture, implement, manage, operate, administrate and maintain applications, networks, systems, services and computer contents.
  • CTE10 - Capability to use and develop methodologies, methods, techniques, special-purpose programs, rules and standards for computer graphics.
  • CTE11 - Capability to conceptualize, design, develop and evaluate human-computer interaction of products, systems, applications and informatic services.
  • CTE12 - Capability to create and exploit virtual environments, and to the create, manageme and distribute of multimedia content.

Transversal Competences

Basic

  • CB6 - Ability to apply the acquired knowledge and capacity for solving problems in new or unknown environments within broader (or multidisciplinary) contexts related to their area of study.
  • CB8 - Capability to communicate their conclusions, and the knowledge and rationale underpinning these, to both skilled and unskilled public in a clear and unambiguous way.
  • CB9 - Possession of the learning skills that enable the students to continue studying in a way that will be mainly self-directed or autonomous.

Objectives

  1. To be exposed to general architectures for multimedia applications as well as to develop the hability of developing these kind of applications.
    Related competences: CTE1, CTE12, CB6,
  2. To learn the basis on which advanced 3D graphic applications are built by developing specific prototypes.
    Related competences: CTE1, CTE10, CTE12, CB9,
  3. To learn how to implement applications that simulates physical phenomena studied in the course and their applications to computer games and virtual reality environments.
    Related competences: CTE1, CTE10, CTE11, CTE12, CB9,
  4. To be able to effectively communicate in writting which is the solved problem as well as which is the technical solution developed
    Related competences: CB8,

Contents

  1. Introduction
    Introduction to game development. Basics. Development tools.
  2. Game programming
    Basics concepts. Game Loop. Scripting.
  3. Graphics
    Asset management. Model import. Tilemaps and sprites. Animation.
  4. AI
    Inteligència artificial: patrons, màquines d'estats.
  5. Physics
    Rigid Bodies. Collision detection and triggers. Physics materials.
  6. Videogame design
    Understand the concepts behind video game design, in particular the importance of gameplay and its relation to application usability.
  7. Effects
    Appearance improving effects. Shaders. Particle systems.

Activities

Activity Evaluation act


Videogame architecture

Description of the basic architecture of a game. Game Loop - Presentation and update. Definition of game engine and its components.

Theory
0h
Problems
0h
Laboratory
2h
Guided learning
0h
Autonomous learning
5h

Levels

Tilemap based engines, use of multiple layers, dense and scattered layers, scroll, parallax effect and types of cameras.

Theory
0h
Problems
0h
Laboratory
4h
Guided learning
0h
Autonomous learning
8h

Entities

Graphic representation of entities in a video game: sprites, animation and effects.

Theory
0h
Problems
0h
Laboratory
4h
Guided learning
0h
Autonomous learning
8h

AI for video games

Pathfinding, finite state machines and rule systems. Action-oriented intelligence and tactical intelligence.

Theory
0h
Problems
0h
Laboratory
4h
Guided learning
0h
Autonomous learning
8h

Physics

Kinematics and dynamics of the rigid solid. Collisions.

Theory
0h
Problems
0h
Laboratory
4h
Guided learning
0h
Autonomous learning
8h

Effects

Using shaders. Particle systems.

Theory
0h
Problems
0h
Laboratory
2h
Guided learning
0h
Autonomous learning
4h

Videogame design

Video game design concepts. Gameplay. Storyboard of the game. Design document.

Theory
0h
Problems
0h
Laboratory
2h
Guided learning
0h
Autonomous learning
4h

Additional systems

Scripting systems. Audio management.

Theory
0h
Problems
0h
Laboratory
2h
Guided learning
0h
Autonomous learning
4h

Exam

Evaluation of the theoretical concepts of the subject.
Objectives: 1 2 3 4
Week: 6
Type: final exam
Theory
2h
Problems
0h
Laboratory
0h
Guided learning
0h
Autonomous learning
0h

Teaching methodology

The course spans six weeks with four hours a week of classroom lectures and labs.

In weekly sessions of two hours, the teacher will present the concepts and techniques studied.

From a practical point of view, students will develop a project in groups appropriate to the load required for the course.

Each week there will be a two-hour lab class in which students will receive guidance.

Evaluation methodology

Students will be evaluated based on two types of knowledge: theoretical and practical.

The theoretical part will be assessed through a written test during the final examination.

The practical part is measured by two parts. One will evaluate the practical merits of the project developed by students. The other grade will assess a technical report on the project that each student will write.

If marks are NT, NP and NM respectively, the final grade will be

N = 0.4NT + 0.4 NP + 0.2 NM

Bibliography

Basic: