Course name
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Code/No
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Credits
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Registered credits
|
Prerequisite
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Lecture
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Lab
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Training
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Game Engine Programming
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COCS487
|
5
|
0
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0
|
5
|
COCS481
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Course Objectives:
The goal of this course is to serve as an introduction to game development and design. Students will study technology, science, and art of creating computer games. Survey a variety of software technologies about games, genres, terminologies, categories of game design, and the game world's history. The course will emphasize the hands-on development of games, where students will practice game development using game engines and incorporating many related tools. The work in this course involves writing programs for several demanding projects in both solo and teamwork, which will suit the objectives of walking the development process of many different styles for game designs. Students will also gain experience in event-driven programming, graphics-based applications, and user interfaces. The course will address several methods, art, and design principles for developing fun and engaging games, including human-computer interaction, thematic structure, graphic design, and game aesthetics.
Course Learning Outcomes
Upon finishing this course, the students should be able to:
- Study the technology, science, and art of creating computer games.
- Distinguish the capabilities of different tools used for games development.
- Compare and contrast the strengths, and weakness of many game engines for programming games.
- Discuss complexity, strengths, and weakness of multiple 2D/3D modelling tools.
- Explain design principles used for developing fun and appealing games.
- Understand event-driven programming, graphics-based applications, and user interfaces.
- Practice game development using game engines and implementing games involves writing programs
for several demanding projects in both solo and teamwork.
Assessment Strategy:
Students will be assessed in this course based on a set of projects, exam, and presentations.
Note: The instructor reserves the right to make changes to this syllabus as necessary.
Text Book:
1- Primary Book: The Art of Game Design A Book of Lenses by Jesse Schell.
2- Game Design Workshop by Tracy Fullerton.
3- Reality is Broken by Jane McGonigal.
Other Reference:
Extra Resources: books about 2D/3D modeling and game engines, papers, internet…etc.
Time table for distributing theoretical course contents
Number
|
Description
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Duration in weeks
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1
|
Introduction to games world such as games genres, categories of game design, terminologies, and history.
|
2
|
2
|
Game engines and development tools: software and hardware
|
2
|
3
|
2D Game Development
|
2
|
4
|
AI in game development
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1
|
5
|
Procedural Content Generation (PCG)
|
1
|
6
|
3D Game Development
|
2
|
7
|
Design philosophy and methods of game design
|
2
|
8
|
Final Exam
|
|
|