Programs

Game Development

Advanced development of computer games

  • Class 15
  • Practice 45
  • Independent work 60
Total 120

Course title

Advanced development of computer games

Lecture type

Obligatory

Course code

12289

Semester

2

ECTS

5

Lecturers and associates

Course objectives

Course objectives: introduce students to good programming practices when developing computer games, to learn to design and program the game's overall flow, to change and parameterize levels, to learn to use audio and tactile stimuli as a reaction to game status, to learn to optimize the game for a targeted platform, to build advanced AI models for character navigation.

Content

The physical system in the game. Physical abstractions in the game. Advanced collision and its elimination. Concept scene. Level concept. Ways of making levels. Level Parameters. Audio context. Apply music and effects to the game. A tactile reaction to events in the game. Game profiling tools. Optimization theory. Optimizing parts of the game. Optimization for a Target Platform. Methods of motivating of players. Advanced UI and AI.

Required reading

Patrick Felicia: Unity From Zero to Proficiency (Advanced): Create multiplayer games and procedural levels, and boost game performances: a step-by-step guide [Second Edition, February 2018]

Additional reading

Joe Hocking: Unity in Action: Multiplatform Game Development in C# with Unity 5, Manning Publications

Jeremy Gibson Bond: Introduction to Game Design, Prototyping, and Development: From Concept to Playable Game with Unity and C#, Addison-Wesley

Minimal learning outcomes

  • Implement advance UI elements
  • Implement movement of non-playable characters by using internal AI systems
  • Build functional and modular program architecture for a specific computer game
  • Build a system for scene management
  • Build a central sound management system

Preferred learning outcomes

  • Build a inventory system based on specific needs of a defined game
  • Implement custom solution for moving characters by A* or similar algorithms
  • Asses and optimise program architecture considering the type and requirements of a game
  • Send a parameters from one level to the other and load and unload scenes dynamically
  • Recognise a need for dynamic mastering of sound effects and music and implement program solution
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