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Syllabus 2016-17 - 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: 2016-17
COURSE: Videogames Development
SYLLABUS
1. COURSE BASIC INFORMATION
NAME: Videogames Development
CODE: 13313003 ACADEMIC YEAR: 2016-17
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

Chapter 1. Introduction and basic concepts. 

Chapter 2. Development a game: static and dynamic elements, characters, scenes and game mechanics. 

Chapter 3.  User interface for videogames.   

Chapter 4. Scripting.  

Chapter 5. Visual effects and sound.

Chapter 6. Basic artificial intelligence for videogames.

Chapter 7. Animation for videogames. Behavioral Animation. 

 

4. COURSE DESCRIPTION AND TEACHING METHODOLOGY

Theory classes: 25 hours

Laboratory classes 30 hours

Seminars: 5 hours. 

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

Active participation in class. (10%)

Written exam (in English) to evaluate the theory (25%)

Written practice report (in English) to evaluate the practices (30%)

Project (to develop a prototype of a game). (35%)

6. BOOKLIST
MAIN BOOKLIST:
  • Game engine architecture . Edition: -. Author: Gregory, Jason. Publisher: Natick, MA : A K Peters, 2009  (Library)
  • Game programming algorithms and techniques [Recurso electrónico] : a platform-agnostic approach. Edition: -. Author: Madhav, Sanjay. Publisher: Upper Saddle River, N.J. : Addison-Wesley, c2014  (Library)
  • Introduction to game development [Recurso electrónico]. Edition: 2nd ed.. Author: -. Publisher: Boston, Mass. : Charles River Media, Course Technology, c2010.  (Library)
  • Fundamentals of game design [Recurso electrónico]. Edition: 3rd ed. Author: Adams, Ernest. Publisher: [Berkeley, California] : New Riders, c2014  (Library)
ADDITIONAL BOOKLIST:
  • Game design essentials [Recurso electrónico]. Edition: -. Author: Mitchell, Briar Lee. Publisher: Indianapolis, Ind. : J. Wiley & Sons, 2012  (Library)
  • 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)
  • Real-time rendering. Edition: 2ª ed. Author: Akenine-Möller, Tomas. Publisher: Massachusetts: A. K. Peters, cop. 2002  (Library)
  • 3D computer graphics. Edition: 3rd. ed. Author: Watt, Alan. Publisher: Harlow: Addison Wesley, 2000  (Library)
  • Gameworld Interfaces. Edition: -. Author: Kristine Jørgensen. Publisher: The MIT Press  (Library)
  • Mastering Unity scripting [Recurso electrónico] : learn advanced C# tips and techniques to make professional-grade games and Unity . Edition: -. Author: Thorn, Alan. Publisher: Birmingham, UK : Packt Publishing, 2015  (Library)
  • Game programming patterns . Edition: -. Author: Nystrom, Robert. Publisher: Lexington, KY. : Genever Benning, cop. 2014  (Library)