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Syllabus 2019-20 - 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: 2019-20
SYLLABUS
1. COURSE BASIC INFORMATION
NAME: Videogames Development
CODE: 13313003 ACADEMIC YEAR: 2019-20
LANGUAGE: English LEVEL: 2
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
LANGUAGE: English LEVEL: 2
 
NAME: CÁRDENAS DONOSO, JOSÉ LUIS
DEPARTMENT: U118 - INFORMÁTICA
FIELD OF STUDY: 570 - LENGUAJES Y SISTEMAS INFORMÁTICOS
OFFICE NO.: A3 - 102 E-MAIL: jcdonoso@ujaen.es P: 953-213356
WEBSITE: -
LANGUAGE: English LEVEL: 2
 
3. CONTENT DESCRIPTION

Theory: 

 

Chapter 1. Introduction and basic concepts. 

Chapter 2: My first videogame. Iteration 1

  • Game mechanics.
  • System-Entity-Component architecture
  • Scripting
  • Game loop
  • Colliders

Chapter 3: My first videogame: iteration 2

  • Game mechanics revised
  • Gameplay
  • Prototyping
  • User interface, camera and interaction models
  • Game modes
  • Sound effects
  • Levels of difficulty

Chapter 4:

  • Modelling virtual environments and characters.
  • Visual effects.
  • Navigational meshes.
  • Design patterns for videogames
  • NPC behaviour
  • Behavioral animation.
  • Virtual and augmented reality. 
  • Online games

 

 

Practices 

 

Practice 1. My first videogame. 

Practice 2. Terrain modelling 

Practice 3. Physics

Practice 4: Levels of difficulty.

Practice 5 (optional) Topic selected from a list proposed by the teacher.

 

Project. Develop a prototype of a videogame. 

 

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

Theoretical concepts and related activities (35%)

Practices development (in English) (30%)

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

6. BOOKLIST
MAIN BOOKLIST:
  • Fundamentals of game design [Recurso electrónico]. Edition: 3rd ed. Author: Adams, Ernest. Publisher: [Berkeley, California] : New Riders, c2014  (Library)
  • Game programming patterns . Edition: -. Author: Nystrom, Robert. Publisher: Lexington, KY. : Genever Benning, cop. 2014  (Library)
  • Game engine architecture . Edition: -. Author: Gregory, Jason. Publisher: Natick, MA : A K Peters, 2009  (Library)
  • Introduction to game development [Recurso electrónico]. Edition: 2nd ed.. Author: -. Publisher: Boston, Mass. : Charles River Media, Course Technology, c2010.  (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
  • 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 algorithms and techniques [Recurso electrónico] : a platform-agnostic approach. Edition: -. Author: Madhav, Sanjay. Publisher: Upper Saddle River, N.J. : Addison-Wesley, c2014  (Library)