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Game Design and Development

Module name (EN):
Name of module in study programme. It should be precise and clear.
Game Design and Development
Degree programme:
Study Programme with validity of corresponding study regulations containing this module.
Applied Informatics, Bachelor, ASPO 01.10.2017
Module code: PIB-GDEV
SAP-Submodule-No.:
The exam administration creates a SAP-Submodule-No for every exam type in every module. The SAP-Submodule-No is equal for the same module in different study programs.
P221-0077
Hours per semester week / Teaching method:
The count of hours per week is a combination of lecture (V for German Vorlesung), exercise (U for Übung), practice (P) oder project (PA). For example a course of the form 2V+2U has 2 hours of lecture and 2 hours of exercise per week.
2V+2P (4 hours per week)
ECTS credits:
European Credit Transfer System. Points for successful completion of a course. Each ECTS point represents a workload of 30 hours.
5
Semester: 6
Mandatory course: no
Language of instruction:
English
Assessment:
Project work

[updated 26.02.2018]
Applicability / Curricular relevance:
All study programs (with year of the version of study regulations) containing the course.

KI598 (P221-0077) Computer Science and Communication Systems, Bachelor, ASPO 01.10.2014 , semester 5, optional course, technical
KIB-GDEV (P221-0077) Computer Science and Communication Systems, Bachelor, ASPO 01.10.2017 , optional course, technical
PIBWI43 (P221-0077) Applied Informatics, Bachelor, ASPO 01.10.2011 , semester 5, optional course, informatics specific
PIB-GDEV (P221-0077) Applied Informatics, Bachelor, ASPO 01.10.2017 , semester 6, optional course, informatics specific

Suitable for exchange students (learning agreement)
Workload:
Workload of student for successfully completing the course. Each ECTS credit represents 30 working hours. These are the combined effort of face-to-face time, post-processing the subject of the lecture, exercises and preparation for the exam.

The total workload is distributed on the semester (01.04.-30.09. during the summer term, 01.10.-31.03. during the winter term).
60 class hours (= 45 clock hours) over a 15-week period.
The total student study time is 150 hours (equivalent to 5 ECTS credits).
There are therefore 105 hours available for class preparation and follow-up work and exam preparation.
Recommended prerequisites (modules):
None.
Recommended as prerequisite for:
Module coordinator:
Prof. Dr.-Ing. André Miede
Lecturer: Prof. Dr.-Ing. André Miede

[updated 10.11.2016]
Learning outcomes:
After successfully completing this course, students will be able to apply their programming, algorithmic/mathematical, and project management skills
for solving basic problems during the design and development of computer games.
 


[updated 26.02.2018]
Module content:
The course introduces the basic concepts and challenges of designing and
developing computer games. The focus is mainly on technical aspects such as
understanding typical algorithms (and their underlying mathematical
concepts) and implementing them using typical programming languages. In
addition, state-of-the-art game technologies, i.e., game engines, can be used
for the project(s).
1. Introduction and Overview
2. Game Production/Processes and Teams
3. Game Design
4. Game Architecture
5. Collision Detection
6. Computer Graphics
7. Artificial Intelligence
8. Selected Special Topics from the Field of Game Development


[updated 26.02.2018]
Recommended or required reading:
Main references:
 Game Design and Development
   Clinton Keith: Agile Game Development with SCRUM, 2010   
   Steve Rabin: Introduction to Game Development, 2010
   Jeannie Novak: Game Development Essentials: An Introduction, 2011
 Game Design
   Scott Rogers: Level Up! The Guide to Great Video Game Design, 2014
   Jesse Schell: Die Kunst des Game Designs, 2012
   Ernest Adams: Fundamentals of Game Design, 2009
 
Suggested further reading:
Will Goldstone: Unity 3.x Game Development Essentials, 2011, ISBN-13: 978-1849691444
Penny Baillie-De Byl: Holistic Game Development with Unity: An All-In-One Guide to Implementing Game Mechanics, Art, Design, and Programming, 2011, ISBN-13: 978-0240819334
Chris Crawford: The Art of Computer Game Design
Ulrich Schmidt: Game Design und Produktion: Grundlagen, Anwendungen und Beispiele
Katie Salen, Eric Zimmermann: Rules of Play: Game Design Fundamentals, 2003, ISBN-13: 978-0262240451
 


[updated 26.02.2018]
Module offered in:
WS 2022/23, WS 2021/22, WS 2019/20
[Sat Dec 10 07:31:26 CET 2022, CKEY=kgdad, BKEY=pi2, CID=PIB-GDEV, LANGUAGE=en, DATE=10.12.2022]