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Game Development

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39 views8 pages

Game Development

Uploaded by

sandeep.bspigt
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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IV YEAR I SEMESTER

U4GD19B7.1CP: COMPUTER GRAPHICS – II

Code: Periods: Credits: Internal: External: Total:


U4GD19B7.1CP 2L+6P 6 100 100 200

This course is an introduction to advanced computer graphics, with an emphasis on game


development programming. This course introduces computer graphics concepts of special
effects in gaming. The following topics are covered; texturing, shadows, image based effects and
rendering. The programming part of this course is implemented using OpenGL along with
GLUT, GLEW and C++ and with Unity3D with Cg (short for C for Graphics).

After completing this course the student will be:

able to draw simple two dimensional and three dimensional objects and perform texture
mapping on them
able to draw simple two dimensional and three dimensional objects and displaying
various shadow mapping techniques for them
able to draw a scene with objects and lights and various post processing special effects
able to draw simple two dimensional and three dimensional objects using different
types of rendering techniques

UNIT I:
Theory:
Texturing:
The Texturing Pipeline, Image Texturing, Procedural Texturing, Texture Animation, Material
Mapping, Alpha Mapping, Bump Mapping, Parallax Mapping, Textured Lights.

Practical:
Introduction to texturing and various types of mapping.

UNIT II:
Theory:
Shadows:
Planar Shadows, Shadows on Curved Surfaces, Shadow Volumes, Shadow Maps, Percentage-
Closer Filtering, Percentage-Closer Soft Shadows, Filtered Shadow Maps, Volumetric Shadow
Techniques, Irregular Z-Buffer Shadows.

Practical:
Introduction to planar shadows and shadow maps.

UNIT III:
Theory:
Image-Space Effects:
Image Processing, Re projection Techniques, Lens Flare and Bloom, Depth of Field and Motion
Blur.

Practical:
Introduction to Lens Flare and Bloom, Depth of Field and Motion Blur.

UNIT IV:
Theory:
Non-Photorealistic Rendering:
Toon Shading, Outline Rendering, Stroke Surface Stylization, Lines, Text Rendering.

Practical:
Introduction to toon shading.

REF BOOKS:
1. Real-Time Rendering Fourth Edition by Tomas Akenine-M¨oller, Eric Haines, Naty Hoffman,
Angelo Pesce, Michal Iwanicki, Sebastien Hillaire (CRC Press, 2018)
***
U4GD19B7.2CP: GAMIFICATION

Code: Periods: Credits: Internal: External: Total:


U4GD19B7.2CP 2L+6P 6 100 100 200

Gamification is the application of game-design elements and game principles in non-game


contexts. It can also be defined as a set of activities and processes to solve problems by using
or applying the characteristics of game elements. Gamification commonly employs game design
elements to improve user engagement, organizational productivity, flow, learning, crowd
sourcing, employee recruitment and evaluation, ease of use, usefulness of systems, physical
exercise, traffic violations, voter apathy and more.

After completing this course the student will:

• Understand the scope of gamification


• Understand how to use game mechanics and design principles in non gaming
applications
• Able to develop applications with gamification

UNIT I:
Theory:
Gamification and Games
what is gamification and why organizations are applying it, and where it comes from. Scope of
the field, a set of concepts of gamification. Why the concept of games is deeper and how game
design serves as a foundation for gamification.

Practical:
Study on Todoist – Gamification for Productivity Management

UNIT II:
Theory:
Deconstructing Games I
Apply game design principles in non-game contexts? game designers approach: craft, and how
to see any situation through the lens of game design.

Practical:
Study on Goibibo – Gamification for Travel

UNIT III
Theory:
Deconstructing Games II
Examining the raw materials of games and gamification, known as game elements. How to
break down a game into its constituent parts and apply them to create gamified systems.

Practical:
Study on Byju’s – Gamification for Education

UNIT IV:
Theory:
Motivation and Psychology:
Major psychological concepts relevant to gamification. Behavioral approaches and reward
design; the risks and alternatives to the approach.

Practical:
Study on Fitocracy – Gamification for Health & Fitness

UNIT V
Theory:
Design
Design process, and six-step framework to apply to any gamification project. Important
considerations and options for developing creative, human-centered, thoughtful gamification
solutions.
Practical:
Study on Smarty Pig – Gamification for Personal Finance

REF BOOKS:
1. Theory of Games and Economic Behavior by John von Neumann and Oskar Morgensten
2. Reality is Broken: Why Games Make Us Better and How They Can Change the World–Jane
McGonigal
3. The Art of Game Design by Jesse Schell.
***

U4GD19B7.3CT: GAME QUALITY ASSURANCE

Code: Periods: Credits: Internal: External: Total:


U4GD19B7.3CT 4L+4P 6 50 50 100

Quality assurance is the most critical part in a video game development process. This is the
part where the game will be thoroughly tested to tell whether it is ready to be launched or not.
Game testing and quality assurance have alpha testing, beta testing, and a code freeze. Code
freeze is a process where there will be no more changes allowed on the code. Whenever there is
a code freeze, the game is most likely to be ready to launch. Game testing could be done
repeatedly whenever a bug is detected. After every trial, the game will be tested again until it
works as intended.
After completing this course the student will:

• Understand the need and importance of Quality Assurance


• Understand the bug reporting and handling
• Understand team structure and workflow of QA
• Understand the test tree and test flow process
• Know about different segments to monitor
• Know about complete test process and all kinds of tests

UNIT I:
Theory:
Introduction: What are Quality, Quality Assurance, and Need for Quality Assurance, What is a
Tester? Intro to Testing, Identifying Bugs.
History/Working conditions & demographics: Why Testing is Important, Defect Typing, Ways to
categorize software bugs, Game Team Overview, and where does the tester fit in? Game Life
Cycle/bug categories, tools & documentation.

UNIT II:
Theory:
Testing Fundamentals: Software Quality, Bare bones bug hunting, Appraisal Documents
Introduction to Test Process: Overview of the Test Process, Guide lines for Quality, Quality
Metrics, Game Standards and Quality Plans.

Practical:
Working with common Bug reporting Process
Identification | Reporting | Analysis |Confirmation

UNIT III:
Theory:
Test Trees and Test Flow Diagrams: Test Trees, Combinatorial Testing, Elite bug hunting and
flow diagrams.

Practical:
Exploring of different segments that testers monitor while testing games Packaging |Navigation
| Visual appearance | Animation | Camera | Game Flow | Player attributes | Scoring |
Scenes

UNIT IV:
Theory:
The Test Process: Test Flow Diagrams, Clean room Testing, and Modeling Player Behavior. Play
testing and Ad-hoc Testing
Practical:
Exploring of different segments that testers monitor while testing games Multi player feature |
Battery | CPU Utilization | Usability | User experience | User Interaction and responsiveness
| AI logic \ Security etc.

UNIT V:
Theory:
The Test Process: Black Box, White Box Testing and Defect Triggers, Job Hunting, Moving up
the game ladder, Game Test Automation, Capture/Playback Testing, Future of Game Testing

Practical:
Working with different types of Game Testing:
Functional | Beta | Load | Soak | Multiplayer | Localization | Compliance | Compatibility |
User Interface

REF BOOKS:

1. Game Development Essentials: Game QA & Testing by Luis Levy, Jeannie Novak
2. Game Testing Second Edition by Charles Schultz , Robert Bryant.

***

U4GD19B7.4CT: GAME PSYCHOLOGY

Code: Periods: Credits: Internal: External: Total:


U4GD19B7.4CT 4L+4P 6 50 50 100

Psychology is a theory which states that human behaviour is driven by the need for
competence, autonomy, and relatedness. If those needs are met, we enjoy activities more, even
in gaming. Competence is fulfilled in games through flow, which is a completely focused
mental state, and is used to explain the enjoyment of games.

After completing this course the student will:

Understand the fundamentals of Psychology


Will understand about Different types of motivation and needs
Will understand the needs of different of different age groups
Will be able to design levels and design characters based on needs

UNIT I:
Theory:
Introduction

• The fundamentals of psychology


• How we function as humans
• What our drives and why we enjoy certain activities
UNIT II:
Theory:
Needs & Motivations

• Types of Motivations
• Deficient needs – Physiological, Safety, Social, Esteem & Fulfillment
• Growth needs - Cognitive, Self-actualization & Transcendence
Practical:
Study on effects of hyper sexualization characters in Games

UNIT III:
Theory:
Game Experiences & Pleasurable Activities

• Types of game experiences


• Competition
• Chance, vertigo
• make-believe & the creation ‘flow’
Practical:
Study about Marvel super hero games that is really effective at making us feel transported to
another world?

UNIT IV:
Theory:
Designing for Humans

• Learning & Interaction


• Recognition of underlying patterns
Practical:
Study on level designers look to psychology for helping players can navigate, move through,
and make sense of their virtual worlds?

UNIT V: The role of Game Designer

• Market Analysis & user profiles


• Game width
• Imitation
• Emotional impact
• Pleasure of Learning
• Pacing & Difficulty
Practical:
Study on Moral choices in Games Vs Other Media

REF BOOKS:

1. Thinking fast and slow – Daniel Kahneman


2. Predictably irrational – Dan Ariely
***

U4GD19B7.5ET: STORY TELLING FOR GAMES

Code: Periods: Credits: Internal: External: Total:


U4GD19B7.5ET 4L+2P 6 50 50 100

The course will help students to design and write their own games - learn how to generate and
develop their ideas, how to structure a story-rich game, and how creating a narrative and story
world will enhance all games, even those that are not story based!
Learn to create a compelling story world for their video game by developing ideas, characters
and a memorable narrative. They’ll be given knowledge and tasks to cement and practice what
you’ve learned.

After completing this course the student will:

• Understand how writing for games differs from writing for other media.
• Learn which aspects of a game contribute to a memorable narrative.
• Discover how story is conveyed through games.
• Practice developing an idea from start to end.
• How story is conveyed through games
• Understand what’s unique about writing for games
• Know what contributes to a memorable narrative

UNIT I:
Theory:
Classic characterization
Classic characters in games, films, television & literature.
What is character in game space? What is motivation in game space? Back-story? How do
these impact the creation of game characters?
Practical:
Tell a story – It can be a true or a lie with the following titles

• A time I was very late


• A funny story about my friend
• I met someone very interesting
• An unusual event
• A funny story about my family

UNIT II:
Theory:
Characterization for games
Player motivations vs. character motivations. Building character – mechanics vs. dramatics.
Character types, character traits. Providing relevant and immersive fiction to existing game
mechanics.

Practical:
Exploring different Plot structure Scenarios
Characters | Environment |Time | In trouble | Inner Traits | Solution | Conclusion | End

UNIT III:
Theory:
Empathy and emotion
Meaningful moments, identifying with characters, making choices that matter.
The Three Act structure for games: Opening, Mid Game, End Game.

Practical:
Using games to tell your story

The priority here is to tell a story: that is the primary goal of the project, with games chosen as
the delivery mechanism for the story. It’s likely that the story concept was the inception of the
project.

UNIT IV:
Theory:
Classic conflict and Story arc
Developing conflict: collision, complication and culmination.
The terminology of structure: exposition, point of attack, rising action, turning point, falling
action, revelation, twist, and resolution.
How great game fiction inspires great game mechanics.

Practical:
Using story to enhance your game

The next design approach to consider is when story is used to improve and deepen a game’s
systems.

UNIT V:
Theory:
Game conflict, Plotting and sub plotting
Game objectives related to conflict and story structure. The quest, the journey and the
challenge. Classical vs. revolutionary screenplay structure. Dealing with coincidence in story
plotting. The creation of drama and tension. Crucial moments in storytelling.

Practical:
Unified writing and design

At last we come to the third design approach. This third design approach is defined by story and
mechanical design being inseparable.

REF BOOKS:
There will be no required texts, however students will be called upon to critique fiction from
different games currently published.
***
U4GD19B7.6EP: MARKETING FOR GAMES

Code: Periods: Credits: Internal: External: Total:


U4GD19B7.6EP 2L+4P 6 50 50 100

This course is designed to train the students related to different marketing strategies to
generate good revenue and to reach more audience. This course covers effective marketing
strategies for digital marketplaces and understanding the interests of audience.

After completing this course the student will:

• Know about the latest games industry case studies and examples of how other sectors
successfully market themselves digitally
• Understand your audience – behavioural segmentation, using digital channels to understand
consumers
• Know about the role of mobile and how to use it to sell and promote games
• Selecting the right channels: how to reach new consumers through digital advertising, SEO
and search ads and a look at the latest developments in social media marketing

UNIT I:
Theory:
PR and Marketing: Media relations, Awareness campaigns, Previews and reviews,
Announcements and assets, Copywriting and editing, Feature pitching, Events, Social media,
Design consultation, Trailers and demonstrations

Practical:
Study on Game Marketing on YouTube and Blogging

UNIT II:
Theory:
Marketing Strategies: building marketing strategies and schedules for video games, creating
tailored plans for indie and alternative game worlds.

Practical:
Study on Facebook and Instagram Game Marketing and review websites

UNIT III:
Theory:
Consultation: Strategic consultation, Consultation meetings, Game design consultation, Focus
groups, Mock reviews

Practical:
Study on App store Optimization for games

UNIT IV:
Practical:
Each student has to submit documentation about the process of marketing of at least one
video and one mobile game.

REF BOOKS:
1. VideoGame Marketing and PR, Vol. 1: Playing to Win by Trip Hawkins
***
U4GD19B7.7EP: GAME DESIGN AND DOCUMENTATION

Code: Periods: Credits: Internal: External: Total:


U4GD19B7.7EP 2L+4P 6 50 50 100

A game design document (often abbreviated GDD) is a highly descriptive living software design
document of the design for a video game. A GDD is created and edited by the development
team and it is primarily used in the video game industry to organize efforts within a
development team.
After completing this course the student will:

• Be able to organize your Ideas


• Keeps you focused
• Be able to Prepare Proper Schedules
• Be able to Market the game effectively

UNIT I:
Theory:
Game Overview: Game Concept, Genre, Target Audience, Game Flow Summary, Look and
Feel, visual style.

Practical:
Gameplay: Gameplay, Game Progression, Mission/challenge Structure, Puzzle Structure,
Objectives, Play Flow.

UNIT II:
Theory:
Mechanics: Physics, Movement in the game, Objects, actions, Combat, Economy, screen flow,
Game Options, Replaying and Saving, Cheats and Easter eggs.
Story and Narrative: Includes back story, plot elements, game progression, and cut scenes.
Cut scenes descriptions include the actors, the setting, and the storyboard or script.

UNIT III:
Theory:
Game World: General look and feel of world, Areas, including the general description and
physical characteristics as well as how it relates to the rest of the world , what levels use it,
how it connects to other areas
Characters: Back story, personality, appearance, animations, abilities, relevance to the story
and relationship to other characters
Levels: synopsis, introductory material, objectives, and the details.

UNIT IV:
Theory:
Interface: Visual System. HUD, menus, camera model, Control System – control the game and
specific commands. Audio, music, sound effects and Help System
Game Art: Key assets, how they are being developed. Intended style.

UNIT V:
Theory:
Artificial Intelligence: Opponent and Enemy AI, Non-combat and Friendly Characters, Player
and Collision Detection, Path finding
Technical: Target Hardware, Development hardware and software, including Game Engine,
Network requirements

Practical:
Study and submission of GDD of any 2 Games worked by you

REF BOOKS:

• Fundamentals of Game Design, 3eby Adams


• Game Design: What makes a good game?by R J Clarke.
• The Ultimate Guide to Video Game Writing and Designby Flint Dille (Author), John
ZuurPlatten (Author)
***

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