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Game Development

A student group will consist of eight students, so there is (some) management needed within the group. Every student also chooses at least two classes/roles he will fulfill in the group.

Below you’ll find the classes and some examples of their responsibilities.

Game Producer

Responsible for managing the group, organizing the EXPO, possible product owner.

Engine Architect

Creating custom tools, rewrite some core engine mechanics, writing custom shaders.

Game Programmer

Write the game mechanics, communicate with the engine code, unit test mechanics.

Game Design

Tell the story within the game, owner of the GDD, create an atmosphere in the game

Level Designer

Create beautiful levels, tell a story in the level and invent puzzles.

Storytelling

How can you tell a good story through games? What pitfalls are there to avoid? How can you create emotion for the player?

Optimizations

Game engines are real-time systems. They need to be as optimized as possible. Tips & Techniques for achieving the highest framerate will be discussed in this course.

Artificial Intelligence

Games need A.I., but always to support the gameplay. How do you create believable intelligence without making the game impossible to beat?

Math

No games without math. From vector math to matrix calculations and quaternions. All is needed in today’s games.

Physics

Most modern games have physics simulations as part of the engine. How does that work? How can you create a believable world without taking up all the computing resources?

3D modelling

You will learn how to create your own 3D models. From the mesh to the textures and everything in between. Can you make the model look beautiful, but still keep the poly-count under control?

The classes/roles the student chooses have influence on the lessons to follow. The first two lessons of ALL classes are mandatory for all students, but the last two lessons are only for the students who choose that corresponding class. BUT we do plan all classes in such a way that the schedule makes it possible to attend all classes even those not mandatory for your chosen classes/roles.

You will be part of a (bigger) team working on a (serious/ simulation) game. The aim is to form multidisciplinary teams for getting experienced in collaborating with people from different disciplines. You will be encouraged to enrich your way of thinking in the game development domain.

 

You are free (within certain constraints) to come with a proposal, a game design document (GGD), for a game. This proposal will be assessed on complexity and feasibility. Your project team consists of members from different disciplines. It is important everybody has the possibility to develop him / herself.

 

Mainly the Unity (game engine) is used for the development of your game, but for the technical disciplines some parts will be disabled for implementing own versions of engine components, such as the physics engine, the scripting engine or addition of AI

During the development of the game you will be rewarded with achievements by accomplishing milestones (continuous assessment of knowledge and skills). The end of the project will be presented at a mini conference where all interested people and involved companies are invited.

Leerdoelen

Depending on the chosen profile the minor offers combinations of the following objectives: Game Producing - Engine Architecture - Game Programming - Game Design - Level Design – Storytelling -Optimizations - Artificial Intelligence – Math - Physics.

Aanvullende informatie

In the minor you will work in multidisciplinary teams that are maybe bigger than you are used to.

The language is English.

The minor will be offered at the HHS campus in Zoetermeer.

 

Click here for the KOM minor brochure

Ingangseisen

Concrete, qualitative entry requirements with regard to the required basic competencies. The entry requirements must follow logically from (the level of) the intended final objectives/ competencies. Also indicate how and when it will be determined whether a student meets the requirements.

Toetsing

There will be no written tests in this game development course! But there are assignments per class to make.

Your grade will be determined by the amount of achievements you’ll gather during the course. Attending lessons will grand you achievements, finishing assignments will and there are even bonus achievements that are hidden so you don’t know beforehand how to get them.

Off course there is a leaderboard so you can keep track of the students with the most achievement points. Will you get to the top 3?

Achievement to individual grade ratio

Below you’ll find a table in which you can see what achievements give what grade (per student). Prerequisite is a Bronze achievement for all classes.

A lower achievement unlocks the next, so if you want to do a Gold achievement you need the Silver one from that track. If you want to do the Platinum one, then you first need to do the Gold one.

The other 50% of the grade will be determined by your project and your contribution to that project. The project will be graded by a jury at the EXPO in the end of the semester (external audience will be invited)

The achievements are per part of the semester. Halfway you change tracks/classes and you have the same requirements of the achievements for the new tracks. So, to complete the WHOLE semester you need at least two Gold achievements for part 1 and two Gold achievements for part 2 (to get a 6 as a grade).

If you get one Platinum and one Gold in the first part (grade = 8) and two Gold in the second part (grade is 6), then your final grade for the achievements is (8 + 6) / 2 = 7

Literatuur

The books depend on the classes you choose.

 

Title: Game Engine Architecture v3

ISBN: 9781138035454 (release 27 July 2018)

 

Title: The Game Production Handbook v3

ISBN: 9781449688097

 

Title: An Architectural Approach to Level Design

ISBN: 9781466585416

Rooster

The course uses different didactical approaches. The project, in which you create your own game (as a group) is the most dominant part. Next to that we offer a theoretical basis in the form of lectures and workshops.

Other approaches that are used are: student feedback sessions (guided by lecturers) and presentation sessions (in which students present their (intermediate) results).

The total of the study load is 30 credits. The grade is calculated with a weighted average between the project part and the track part (lectures, self-study, company visit).