GD410 Game Engines and Production [Onsite]

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1 GD410 Game Engines and Prductin [Onsite] Curse Descriptin: This curse analyzes bth cmmercial and pen-surce game engines, and hw t apply different technlgies based n the type f game being develped. Additinally the strategies fr building game engines frm scratch will be explred. Prerequisite(s) and/r Crequisite(s): Prerequisite: GD345 C++ Prgramming fr Game Develpers r equivalent Credit hurs: 4 Cntact hurs: 50 (30 Thery Hurs, 20 Lab Hurs)

2 Game Engines and Prductin SYLLABUS Instructr: Office hurs: Class hurs: MAJOR INSTRUCTIONAL AREAS 1. Identify the purpse f a game engine. 2. Explain and apply linear and rtatinal transfrmatins. 3. Identify the features f a game engine. 4. Identify the tls used t develp games using a game engine. 5. Cmpare different game engines. 6. Identify different criteria fr game engine selectin. 7. Select an apprpriate game engine fr a given game prject. 8. Identify the varius steps invlved in the develpment f game engine. COURSE OBJECTIVES 1. Identify the purpse f a game engine. 2. Describe the features f a game engine. 3. Demnstrate the stages f a 3 Dimensinal (3D) graphics pipeline. 4. Analyze the steps invlved in the develpment f a game engine. 5. Identify an apprpriate game engine fr a given game prject. 6. Demnstrate the apprpriate use f tls t develp games. 7. Demnstrate the effective and efficient use f the ITT Tech Virtual Library. ITT Educatinal Services, Inc. Date: 5/28/2008

3 Game Engines and Prductin Related SCANS Objectives 1. Analyze and Interpret data. 2. Generate new ideas. 3. Use efficient learning techniques t acquire and apply new knwledge and skills. 4. Use critical thinking t apply the new knwledge learned. 5. Use ideas r infrmatin t gain new perspectives. ITT Educatinal Services, Inc. Date: 5/28/2008

4 Game Engines and Prductin COURSE OUTLINE Ntes: Unit # Unit 1: All the cncepts will be cvered in the class; therefre, the specified readings are merely fr yur reference. Fr all units, except unit 1: It is recmmended that yu cmplete the readings befre attending the class. In additin t general class participatin and in-class activities, all discussin questins will be graded under the Participatin evaluatin categry. Activities fr the Unit 1 Game Engine Architecture Cntent Cvered Cre Techniques and Algrithms in Game Prgramming: Chapter 2, Game Architecture, pp Writing Assignments: 1 and 2 Lab: 1 2 Cre Systems Cntent Cvered Cre Techniques and Algrithms in Game Prgramming: Chapter 5, User Input, pp Chapter 12, 3D Pipeline Overview, pp Writing Assignment: 1 Lab: 1 3 Design Patterns Cntent Cvered Cre Techniques and Algrithms in Game Prgramming: Chapter 4, Design Patterns, pp Writing Assignment: 1 ITT Educatinal Services, Inc. Date: 5/28/2008

5 Game Engines and Prductin Unit # Activities fr the Unit Lab: 1 4 Requirements Cntent Cvered Level design fr games creating cmpelling game experiences: Chapter 3, Enemies and Obstacles: Chsing Yur Challenges, pp Chapter 5, Designing With a Diagram, pp Cre Techniques and Algrithms in Game Prgramming: Chapter 2, Game Architecture, pp Writing Assignment: 1 Lab: 1 5 Cnstraints Cntent Cvered Level design fr game creating cmpelling game experiences: Chapter 6, The Template, pp Chapter 8, Taking It t 11, pp Writing Assignment: 1 Lab: 1 6 Cinematics and Scripting Cntent Cvered Mastering Unreal Technlgy The Art f Level Design: Chapter 9, Interactive Elements, pp Chapter 13, Matinee: Creating Custm Cinematics, pp Chapter 14, Creating Scripted Sequences, pp Writing Assignment: 1 ITT Educatinal Services, Inc. Date: 5/28/2008

6 Game Engines and Prductin Unit # Activities fr the Unit Lab: 1 7 Character Animatin Cntent Cvered Cre Technlgies and Algrithms in Game Prgramming: Chapter 15, Character Animatin, pp Mastering Unreal Technlgy The Art f Level Design: Chapter 22, Imprting Characters int UnrealEd, pp Writing Assignment: 1 Lab: 1 8 AI Fundamentals Cntent Cvered Cre Technlgies and Algrithms in Game Prgramming: Chapter 6, Fundamental AI Technlgies, pp Writing Assignment: 1 Lab: 1 9 Genre Specific AI Cntent Cvered Cre Technlgies and Algrithms in Game Prgramming: Chapter 7, Actin Oriented AI, pp Chapter 8, Tactical AI, pp Mastering Unreal Technlgy The Art f Level Design Chapter 12, Advanced Bt/AI Navigatin, pp Writing Assignment: 1 Lab: 1 ITT Educatinal Services, Inc. Date: 5/28/2008

7 Game Engines and Prductin Unit # Activities fr the Unit 10 Optimizatin Cntent Cvered Level Design fr games creating cmpelling game experiences: Chapter 7, Imprving Yur Level, pp Chapter 9, Ship It!, pp Mastering Unreal Technlgy The Art f Level Design: Chapter 15, Level Optimizatin (Zning) and Distributin, pp Writing Assignment: 1 Lab: 1 11 Review and Final Exam Final Exam Instructinal Methds The curriculum is designed t prmte a variety f teaching strategies that supprt the utcmes described in the curse bjectives and that fster higher cgnitive skills. Delivery makes use f varius media and delivery tls in the classrm. The curse is cmpsed f bth thery and labratry cmpnents. Cllabratin in class and labratry activities will create a climate f high values with respect t bth diversity and inclusiveness. An pen cmmunicatin envirnment will help t ensure useful interactins between yu and the instructr and als amng ther students. Infrmatin btained in the class activities will let yu knw what yu need t accmplish, wh will execute a prcedure, and hw t gauge if the labratry activity was successful and meets the instructr s expectatin. Instructinal Materials and References Student Textbk Package ITT Educatinal Services, Inc. Date: 5/28/2008

8 Game Engines and Prductin Sanchez, Daniel, Cresp Dalmau, Phil C, Jasn Busby, Zak Parrish, and Jel Van Eenwyk. Game Engines and Prductin. Indianaplis: Pearsn Custm Publishing, CD ROM: Files t accmpany Game Engines and Prductin: Pearsn Custm Publishing, Indianaplis, IN: References and Resurces ITT Tech Virtual Library Lg n t the ITT Tech Virtual Library ( t access nline bks, jurnals, and ther reference resurces selected t supprt ITT Tech curriculums. Bks The fllwing bks are related t this curse and are available thrugh the ITT Tech virtual Library: Bks>Ebrary Harbur, Jnathn. Beginning Game Prgramming. Curse Technlgy, Bjrk, Staffan and Jussi Hlpainen. Patterns in Game Design. Charles River Media, Flynt, Jhn and Omar Salem. Sftware Engineering fr Game Develpers. Curse Technlgy, Anthny, Kelly. Decisin Making Using Game Thery: An Intrductin fr Managers. Cambridge University Press, ITT Educatinal Services, Inc. Date: 5/28/2008

9 Game Engines and Prductin Sheldn, Lee. Character. Develpment and Strytelling fr Games. Curse Technlgy Crisp, Bates, Bb. Games Design, Secnd Editin. Curse Technlgy, Bryne, Ed. Game Level Design. Charles River Media, Yau, Esther, and Yau Ching-Mei Esther. At Full Speed: Hng Kng Cinema in a Brderless Wrld. University f Minnesta Press, Hawkins, Brian M. Real-Time Cinematgraphy fr Games. Charles River Media, Liverman, Matthew. Animatr's Mtin Capture Guide: Organizing, Managing, and Editing. Charles River Media, Kennedy, Sanfrd. 3Ds Max 6 Animatin and Visual Effects Techniques. Charles River Media, Schwab, Brian. AI Game Engine Prgramming. Charles River Media, Vlahavas, Iannis, and Vrakas Dimitris. Intelligent Techniques fr Planning. Idea Grup Publishing, Schwab, Brian. AI Game Engine Prgramming. Charles River Media, Buckland, Mat. AI Techniques fr Game Prgrammers. Curse PTR, ITT Educatinal Services, Inc. Date: 5/28/2008

10 Game Engines and Prductin Bespflug, Kenig, and P Charles Schultz. Game Testing All in One. Curse Technlgy: Incrprated, Bks>Netlibrary Eberly, David H. 3D Game Engine Architecture: Engineering Real-time Applicatins With Wild Magic. Amsterdam ; Bstn: Elsevier, LaMthe, Andre. Tricks f the 3D Game Prgramming Gurus: Advanced 3D Graphics and Rasterizatin. Indianaplis: Ind Pearsn Educatin, Inc., Other Resurces Web Sites The Case Fr Game Design Patterns The 400 Prject 3D Game and Graphics Engine Database Website fr Real time 3D animatin: All links t web references utside f the virtual library are always subject t change withut prir ntice. ITT Educatinal Services, Inc. Date: 5/28/2008

11 Game Engines and Prductin EVALUATION & GRADING COURSE REQUIREMENTS 1. Attendance and Participatin Regular attendance and participatin are essential fr satisfactry prgress in this curse. 2. Cmpleted Assignments Each student is respnsible fr cmpleting all assignments n time. 3. Team Participatin (if applicable) Each student is respnsible fr participating in team assignments and fr cmpleting the delegated task. Each team member must hnestly evaluate the cntributins by all members f their respective teams. Evaluatin Criteria Table The final grade will be based n the fllwing weighted categries: CATEGORY WEIGHT Assignments 25% Lab Assignments 25% Participatin 15% Final Exam 35% Ttal 100% ITT Educatinal Services, Inc. Date: 5/28/2008

12 Game Engines and Prductin Grade Cnversin Table Final grades will be calculated frm the percentages earned in class as fllws: Grade Percentage Credit A % 4.0 B % 3.5 B 80 84% 3.0 C % 2.5 C 70 74% 2.0 D % 1.5 D 60 64% 1.0 F <60% 0.0 ITT Educatinal Services, Inc. Date: 5/28/2008

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