|Website:||website containing additional information|
|Period:||periode 2 (week 46 t/m 5, dwz 13-11-2006 t/m 2-2-2007; herkansing week 11)
|Participants:||up till now 75 subscriptions|
|Schedule:||Dit is een oud rooster!
|Contents:||Computer games form a prime use of computers these days. In this course we study how to design and implement computer games. Designing computer games is a complicated process involving aspect of psychology, liberal arts, human-computer interaction, artificial intelligence, etc. The emphasis of this course does not lie on 3D computer graphics but on the other aspects of game design.
In particular the following aspects are treated:
The course expects considerable involvement of the student, both in the form of discussions during the meetings and in the form of two project in which games are created.
- what is a game
- how do you design games
- game balance and interactivity
- storytelling and narrative
- game programming (programstructure, sprites, isometric games, sound)
- motion, behavior and game AI
|Literature:||Andrew Rollings, Ernest Adams,
On Game Design,
New Riders Publishing, 2003,
|Course form:||A combination of lectures and project work. The lectures are twice a week. Each student has to make a short presentation of a game and write a review of a game. Individually, each student has to implement a simple game using
In pairs students have to create a more advanced game.
Software will be provided.
|Exam form:||The final mark is based on the presentation (5%), review (20%) and the two projects (30% and 45%). There is no final exam. Presence during the lectures is mandatory and will be checked.
|Minimum effort to qualify for 2nd chance exam:||To be allowed to do a 2nd chance exam the original mark must be at least a 4.
|Description:||The following topics are treated:
- What is a game: history of computer games, game play, designing process,
- Basic game programming: game architecture, Game Maker, sprites, sounds, timing
- Game design: game worlds, storytelling and narrative, interactivity, game balance
- Game programming: isometric games, motion control, animation
- Game AI: behavior, A-life, motion planning
- Final issues: 3D games, tasks in a game company