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Syllabus 2014-15 - 13313003 - Videogames Development (Desarrollo de videojuegos)

Caption
  • Level 1: Tutorial support sessions, materials and exams in this language
  • Level 2: Tutorial support sessions, materials, exams and seminars in this language
  • Level 3: Tutorial support sessions, materials, exams, seminars and regular lectures in this language
DEGREE: Grado en Ingeniería informática
FACULTY: SCHOOL OF ENGINEERING OF JAÉN
ACADEMIC YEAR: 2014-15
COURSE: Videogames Development
SYLLABUS
1. COURSE BASIC INFORMATION
NAME: Videogames Development
CODE: 13313003 ACADEMIC YEAR: 2014-15
LANGUAGE: English LEVEL: 1
ECTS CREDITS: 6.0 YEAR: 4 SEMESTER: SC
2. LECTURER BASIC INFORMATION
NAME: JIMÉNEZ PÉREZ, JUAN ROBERTO
DEPARTMENT: U118 - INFORMÁTICA
FIELD OF STUDY: 570 - LENGUAJES Y SISTEMAS INFORMÁTICOS
OFFICE NO.: A3 - 113 E-MAIL: rjimenez@ujaen.es P: 953212885
WEBSITE: http://www4.ujaen.es/~rjimenez
ORCID: https://orcid.org/0000-0002-1233-2294
LANGUAGE: English LEVEL: 1
3. CONTENT DESCRIPTION

Theory: 

Lesson 1. Introduction and basic concepts. 

Lesson 2. Making a game: elements, scenes, characters and the gameplay. 

Lesson 3. Behaviour and interaction. 

Lesson 4. Online games. 

Lesson 5. Special effects. 

 

Practice: 

1. Introduction to Unity. 

2. My first game. 

3. Advanced effects.  

4. Autonomous characters. 

4. COURSE DESCRIPTION AND TEACHING METHODOLOGY

Lecture (Theory): 25 hours.

Lecture (Practice): 30 hours.

Seminars: 5 hours.

Homework:  6 hours per week. 

Students with special educational needs should contact the Student Attention Service (Servicio de Atención y Ayudas al Estudiante) in order to receive the appropriate academic support

5. ASSESSMENT METHODOLOGY

- Participation (10%) in the classroom and presentation of homework exercises.  

- Theory (15%). Exams consisting of tests and/or short questions.

- Laboratory (45%): Continuous assessment of the relation of practices. Each practice or a combination of them, will be a small game. 

- Project (30%): A game summarizing the knowledge that has been acquired during the course. 

6. BOOKLIST
MAIN BOOKLIST:
  • Game engine architecture . Edition: -. Author: Gregory, Jason. Publisher: Natick, MA : A K Peters, 2009  (Library)
ADDITIONAL BOOKLIST:
  • A theory of fun for game design [Recurso electrónico] . Edition: -. Author: Koster, Raph. Publisher: Scottsdale, AZ : Paraglyph Press, c2005.  (Library)
  • Computer animation [Recurso electrónico] : algorithms and techniques. Edition: 3rd ed. Author: Parent, Rick. Publisher: Waltham, MA : Morgan Kaufmann, 2012  (Library)
  • AI for game developers [Recurso electrónico] . Edition: -. Author: Bourg, David M.. Publisher: Sebastopol, CA : O'Reilly, 2004.  (Library)
  • Programming game AI by example [Recurso electrónico]. Edition: -. Author: Buckland, Mat. Publisher: Plano, Tex. : Wordware Pub., 2005.  (Library)
  • Software engineering and computer games [Recurso electrónico] . Edition: -. Author: Rucker, Rudy v. B. (Rudy von Bitter), 1946-.. Publisher: New York : Addison Wesley, 2002.  (Library)
  • Sams teach yourself Unity Game development in 24 Hours [Recurso electrónico]. Edition: -. Author: Geig, Mike. Publisher: Indianapolis, Ind. : Sams, 2013, c2014  (Library)
  • Game character creation with Blender and Unity [Recurso electrónico]. Edition: -. Author: Totten, Chris. Publisher: Indianapolis, Ind. : Wiley, 2012  (Library)
  • Blender foundations [Recurso electrónico] : the essential guide to learning Blender 2.6 . Edition: -. Author: Hess, Roland, 1970-. Publisher: Burlington, MA : Focal Press Elsevier, 2010  (Library)
  • 3D game engine architecture [Recurso electrónico] : engineering real-time applications with Wild Mag. Edition: -. Author: Eberly, David H.. Publisher: Amsterdam ; Boston: Morgan Kaufman Publishers, c2005.  (Library)