b.a (honors) - game art and design i year i semester

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B.A (HONORS) - GAME ART AND DESIGN I YEAR I SEMESTER U4GA19B1.1AT: ENGLISH Code:U4GA19B1.1AT Periods:4L Credits:4 Internals:50 Externals:50 Total:100 UNIT- I Vocabulary: One word substitutes, Words often confused, Synonyms and Antonyms, Foreign Phrases, Phrasal verbs, Idioms and Phrases, Homonyms and Homophones UNIT- II Grammar: Tenses and Uses of Tenses, Spotting the errors in a sentence, Common errors in English, Articles, Prepositions. Prefix and Suffix, Adjectives, Collocations and Punctuation UNIT - III Reading: Comprehension: Locating the topic sentence – main idea – subordinate idea, pick out definitions, factual information references and inferences. UNIT - IV Writing: Paragraph writing, Précis writing, Summarizing, Note – making and note taking, letter writing, technical report writing, resume writing, business correspondence, email writing. UNIT – V Speaking: Group Discussions, Role Plays, Debate, Presentation Skills REF BOOKS: “Skills Annexe – Functional English for Success”, published by Orient BlackSwan, Hyderabad. *** U4GA19B1.2CP: DRAWING Code:U4GA19B1.2CP Periods:2L+6P Credits:6 Internals:75 Externals:75 Total:150 UNIT 1: STUDY OF FIGURES CASTE FROM PLASTER/ CLAY/ CARD BOARD/ WOOD ETC. o Basic shapes

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Page 1: B.A (HONORS) - GAME ART AND DESIGN I YEAR I SEMESTER

B.A (HONORS) - GAME ART AND DESIGN

I YEAR I SEMESTER

U4GA19B1.1AT: ENGLISH

Code:U4GA19B1.1AT Periods:4L Credits:4 Internals:50 Externals:50 Total:100

UNIT- I

Vocabulary: One word substitutes, Words often confused, Synonyms and

Antonyms, Foreign Phrases, Phrasal verbs, Idioms and Phrases, Homonyms

and Homophones

UNIT- II

Grammar: Tenses and Uses of Tenses, Spotting the errors in a sentence, Common errors in English, Articles, Prepositions. Prefix and Suffix,

Adjectives, Collocations and Punctuation

UNIT - III

Reading: Comprehension: Locating the topic sentence – main idea –

subordinate idea, pick out definitions, factual information references and

inferences.

UNIT - IV

Writing: Paragraph writing, Précis writing, Summarizing, Note – making and

note taking, letter writing, technical report writing, resume writing, business

correspondence, email writing.

UNIT – V

Speaking: Group Discussions, Role Plays, Debate, Presentation Skills

REF BOOKS:

“Skills Annexe – Functional English for Success”, published by Orient BlackSwan,

Hyderabad.

***

U4GA19B1.2CP: DRAWING

Code:U4GA19B1.2CP Periods:2L+6P Credits:6 Internals:75 Externals:75 Total:150

UNIT 1: STUDY OF FIGURES CASTE FROM PLASTER/ CLAY/ CARD BOARD/

WOOD ETC.

o Basic shapes

Page 2: B.A (HONORS) - GAME ART AND DESIGN I YEAR I SEMESTER

o Four Basic shapes in value

o Basic composition & light

UNIT 2: HEAD STUDY

o Study of Head Shapes like oval, hexagonal, squarish, & round

o Study of different views like front, three quarter, side, tiled view of month, eyes,

nose, ears.

UNIT 3: STUDY OF SHAPE

o Masses of the Figure,

o Masses of the Head,

o Column Forms of the Arms and Legs

o Study of Torso

o Perspective projection of the Figure

UNIT 4: STUDY FROM NATURE

o Insects , Birds and Animals

o Ponds, Rocks, Trees, Plants, Flowers, etc,

UNIT 5: ANATOMY TRADITIONAL AND REALISTIC APPROACH

o Basic human figure proportions of various age group (male/female)

o Fundamental postures (sitting, standing, walking) etc,

REF BOOKS:

1. Figure Study made easy by Aditya Chari

2. Mastering the Art of Drawing by Ian Sidaway and Sarah Hoggett

3. Drawing and Sketching byStan Smith.

***

U4GA19B1.3CP: COLOR THEORY

Code:U4GA19B1.3CP Periods:2L+6P Credits:6 Internals:75 Externals:75 Total:150

UNIT I: INTRODUCTION TO COLOUR THEORY

Monochromatic, Analogues, Complementary, Split Complementary, Color Palette

(Usage In Professional/Commercial)

UNIT II: DESIGN PRINCIPLES

An in-depth study of the elements, principles, concepts including contrast,

balance, unity,

Rhythm, symmetry, asymmetry and visual emphasis

UNIT III: GOLDEN SECTION THEORY

Page 3: B.A (HONORS) - GAME ART AND DESIGN I YEAR I SEMESTER

Focal point concept, emphasis to the seven universal shapes, elementary

constructions

The vasectomies, the circle and T square, the “ how to’s of ratio and proportion,

Division of circle , symbolism and philosophy of geometric shapes, geometric

anatomy.

UNIT IV: PRAGMATIC UNDERSTATING

Colour harmony design principles, to develop effective work and discipline habits for

the perfection of craftsmanship and presentation.

REF BOOKS:

1. The Human Figure by Sarah Hoggett

2. Drawing with color by Judy Martin

***

I YEAR II SEMESTER

ENVIRONMENTAL SCIENCE

Code: UGN19B2.1AT Periods:4L Credits:4 Internals:50 Externals:50 Total:100

UNITI:

The Multi disciplinary nature of environmental studies Definition, scope and

importance need for public awareness.

NATURAL RESOURCES:

RENEWABLE AND NON-RENEWABLE:

NATURAL RESOURCES AND ASSOCIATED PROBLEMS.

a) Forest resources : Use and over-exploitation, deforestation, case studies.

Timber extraction, mining, dams and their effects on forests and tribal people.

Water resources : Use and over-utilization of surface and ground water, floods,

drought, conflicts over

water, dams-benefits and problems.

b) Mineral resources : Use and exploitation, environmental effects of extracting and

using mineral esources, case studies

c) Food resources : World food problems, changes caused by agriculture and

overgrazing, effects of modem agriculture, fertilizer-pesticide problems, water logging,

salinity, case studies.

e) Energy resources; Growing energy needs, renewable and non renewable energy

sources, use of alternate energy sources. case studies.

f) Land resources: Land as a resource, and degradation, man Induced landslides, soil

erosion and desertification.

- Role of an individual in conservation of natural resources.

- Equitable use of resources for sustainable lifestyles.

Page 4: B.A (HONORS) - GAME ART AND DESIGN I YEAR I SEMESTER

UNIT II:

ECOSYSTEMS

• Concept of an ecosystem, Structure and function of an ecosystem.

• Producers, consumers and decomposers, Energy flow in the ecosystem.

• Ecological succession, Food chains, food webs and ecological pyramids.

• Introduction, types, characteristic features, structure and function of the following

ecosystem:-

a) Forest ecosystem b) Grassland ecosystem

c) Desert ecosystem d) Aquatic ecosystems (ponds, streams, lakes, rivers,

oceans, Estuaries)

BIODIVERSITY AND ITS CONSERVATION

• Introduction — Definition : genetic, species and ecosystem diversity.

• Biogeographically classification of India Value of biodiversity : consumptive use,

productive use social,

ethical, aesthetic and option values. Biodiversity at global, National and local levels,

• Hot-spots of biodiversity.

• Threats to biodiversity : habit loss, poaching of wildlife, man-wildlife conflicts.

• Endangered and endemic species of India. Conservation of biodiversity: In --situ and

Ex-- situ conservation of biodiversity.

UNIT III:

ENVIRONMENTAL POLLUTION

DEFINITION

• Causes, effects and control measures of: -

a. Air pollution b. Water pollution

c. Soil pollution d. Marine pollution

e. Noise pollution f. Thermal pollution

g. Nuclear hazards

Solid waste Management: Causes , effects and control measures of urban and

industrial wastes.

• Role of individual in prevention of pollution.

• Pollution case studies.

Disaster management : floods , earthquake,. Cyclone and landslides.

UNIT IV:

SOCIAL ISSUES AND THE ENVIRONMENT

• From Unsustainable to Sustainable development Urban problems related to energy

• Water conservation, rain water harvesting, watershed management

• Resettlement and rehabilitation of people ; its problems and concerns case studies.

• Environmental ethics : Issues and possibi~ solutions.

•Climate change, global warming, acid rain, ozone layer depletion, nuclear accidents

and holocaust, case studies.

• Wasteland reclamation.

• Consumerism and waste products.

• Environment protection Act.

Page 5: B.A (HONORS) - GAME ART AND DESIGN I YEAR I SEMESTER

• Air ( Prevention and Control of Pollution) Act.

• Water ( Prevention and control of Pollution) Act. Wildlife protection Act.Forest

Conservation Act.

Issues involved in Enforcement of Environmental legislation. Public awareness.

UNIT V:

HUMAN POPULATION AND THE ENVIRONMENT

• Population growth , variation among nations. Population explosion — Family Welfare

Programme,

• Environment and Human Health.

• Human Rights.

• Value Education.

• HIV/AIDS.

• Women and child welfare.

• Role of information Technology in Environment and Human Health Case studies

FIELD WORK:

• Visit to a local area to document environmental assets-river / forest / grassland /

hill / mountain

• Visit to a local polluted site — Urban / rural / industrial / agricultural

• Study of common plants , insects , birds

• Study of simple ecosystems — pond, river, hill slopes, etc.

REF BOOKS:

1. Agarwal, K. C. 2001 Environmental Biology, Nidhi Publ. Ltd. Bikaner.

2. Bharucha Erach, the Biodiversity of India, Mapin Publishing Pvt. Ltd.,

Ahmedabad - 380 013, india, Email; [email protected](R)

3. Brunner R. C., 1989, Hazardous Waste Incineration, McGraw Hill Inc. 480p

4. Clark R. S., marine Pollution, Clanderson Press Oxford (TB)

5. Cunningham, W. P. Cooper, T. H. Gorhani, E & Hepworth, M. T. 2001,

Environmental Encyclopedia, Jaico Publ. House, Mumbai, 1196p

***

U4GA19B2.2CP: SCULPTING

Code:U4GA19B2.2CP Periods:2L+6P Credits:6 Internals:75 Externals:75 Total:150

UNIT I:

Study and construction of geometric shapes:

Creating Geometric basic primitives and compound objects with clay and cardboard.

UNIT II:

Study and construction of Human Face:

Creating Human face with clay with in-depth study of components like eyes, nose,

ears etc...

Page 6: B.A (HONORS) - GAME ART AND DESIGN I YEAR I SEMESTER

UNIT III:

Study and construction of Animals and birds:

Study of animal and bird anatomy and crating sculpting assets using clay modeling.

UNIT IV:

Study and construction of Environments:

Learning How to sculpt and craft real life environments like market places and cites.

REF BOOKS:

1. The Figure in Clay: Contemporary Sculpting Techniques by Master Artists.

2. Sculpting the Figure in Clay by Peter Rubino.

***

U4GA19B2.3CP: DRAWING AND PERSPECTIVE

Code:U4GA19B2.3CP Periods:2L+6P Credits:6 Internals:75 Externals:75 Total:150

UNIT I: DEFINITION AND PRINCIPLE OF PERSPECTIVE

o Center, high & low perspective

o One two and three point perspective, plotting and rendering of shadows,

atmospheric perspective reflections.

UNIT II: OUT DOOR SKETCHING

o Variety of actions poses, wearing interesting clothing and holding props.

(costumes of today and previous eras)

o Rapid sketching from busy streets, markets, stations, zoo, & nature.

UNIT III: ISOMETRIC DRAWING WITH LIGHT AND SHADOW

o Isometric Theory and samples, step by step concept drawing (Ant, Bird & Spider

eye view)

o Value, plotting light & shadow, plotting and rendering of sunlight, local light

composition.

UNIT IV: FISH EYE DISTORTION

o Four & five point perspective.

REF BOOKS:

1. Figure Study made easy by Aditya Chari

2. Mastering the Art of Drawing by Ian Sidaway and Sarah Hoggett

3. Drawing and Sketching byStan Smith

***

Page 7: B.A (HONORS) - GAME ART AND DESIGN I YEAR I SEMESTER

II YEAR I SEMESTER

U4GA19B3.1ST: CREATIVE WRITING

Code:U4GA19B3.1ST Periods:4L Credits:4 Internals:50 Externals:50 Total:100

UNIT I:

1. Brief History of Literary Criticism

2. General Principles of Creative Writing

UNIT II:

1. Diary Writing

2. Writing a Character Sketch

UNIT III:

1. Short Story Writing

2. Interviews

UNIT IV:

1. Writing for Radio ( Documentary, Radio Play)

2. Writing for TV ( Documentary, Drama)

UNIT V:

1. Editing

2. Proof Reading

REF BOOKS:

1. The Practice of Creative Writing by Heather Sellers

2. What a Writer Needs by Ralph Fletcher

3. The Poetry Home Repair Manual by Ted Kooser

4. Imaginative Writing by Janet Burroway

5. The Creative Process by Carol Burke and Molly Best Tinsley

6. On Writing by Stephen King

7. Writing Fiction: A Guide to Narrative Craft by Janet Burroway

8. What If?: Writing Exercises for Fiction Writers by Anne Bernays and Pamela

Painter

***

U4GA19B3.2CP: IMAGE EDITING

Code:U4GA19B3.2CP Periods:2L+6P Credits:6 Internals:75 Externals:75 Total:150

UNIT I:

Core Principals of Image Editing and Designing:

Digital color theory, how computer understands color, artistic and digital color theory,

designing principles and practices.

Page 8: B.A (HONORS) - GAME ART AND DESIGN I YEAR I SEMESTER

UNIT II:

Image editing Tools and processes:

Image manipulations , correction tools and process.

Intro to Artistic Tools:

Study of digital artistic tools like brushes and their settings.

UNIT III:

Pixel and Isometric Art:

Pixel art, Types, Isometric, Non Isometric Art and Projections

UNIT IV:

Vector Designing Tools:

Vector graphics, raster graphics, learning about pros and cons of vector graphics.

Tools and processes for creating stunning vector art.

UNIT V:

UI and Button Designing:

Creating UI elements using both raster and vector designing techniques like Game

buttons, icons, menus etc.

2D Game Asset Creation:

Creation of 2D game assets like props, backgrounds and characters for games using

raster and vector designing tools.

REF BOOKS:

1. Photoshop CC Bible (Lisa DaNae Dayley)

2. Adobe Illustrator CS5 Bible (Ted Alspach).

***

U4GA19B3.3CP: DIGITAL CONCEPTUAL ART – I

Code:U4GA19B3.3CP Periods:2L+6P Credits:6 Internals:75 Externals:75 Total:150

UNIT I: Environment Design - I

Students are introduced to principles of perspective and composition used to create

realistic environments and fictional worlds.

Using technology tools and image editing software, students create digital artwork and

generate props for integrated environments.

UNIT II: Character and Creature Design I

Students develop and apply concept design principles to create characters and

creatures. Students learn about posing, costumes and props. Animal studies are used

to model future creature designs.

Page 9: B.A (HONORS) - GAME ART AND DESIGN I YEAR I SEMESTER

Using technology tools and image editing software, students create original creatures

for use in three-dimensional and fully integrated images.

UNIT III: Color Theory I

Students are introduced to basic colour theory as it relates to concept design and

digital painting.

Using technology supported tools and image editing software, students generate

scenes that focus on composition and colour.

UNIT IV: Life Drawing I

Students are introduced to drawing the human form. Students develop their

observational skills and knowledge of the body and how it relates to the creation of

conceptual art. Through the use of casts and prolonged poses, students develop

proportion and precision in their drawing.

REF BOOKS:

1. Vehicle sketches and renderings by Scott Robertson by Scott Robertson

2. Video Game Art by Nic Kelman

3. Art Of The Mass Effect Universe by Casey Hudson

***

U4GA19B3.4CT: GAME DESIGN AND PRODUCTION PIPELINE

Code:U4GA19B3.4CT Periods:6L Credits:6 Internals:75 Externals:75 Total:150

UNIT I:

DEFINING PLAY: An introduction to the concept of 'Play' as a precursor to Games:

Being Playful, Ludic Activities, Game Play. The Magic circle explained.

FUN: Defining and breaking down 'Fun' into its components: Agon, Alea, Illinx,

Mimicry. Analysis of children's games based on these components

STRUCTURE OF GAMES: The structure of games, analysis and breakdown of

children's games in terms of structure.

UNIT II:

GAME ANALYSIS: Play and analysis of a game of choice. Presentation of analysis,

detailing 'Fun' aspect, game play, structure and breakdown of why it is 'Fun'

UNIT III:

TEAM AND STUDIO STRUCTURE: The different roles and responsibilities of people

working in game studios and working on projects

GAME PRODUCTION CYCLES: Different types of game projects, game production

procedures and cycles

Page 10: B.A (HONORS) - GAME ART AND DESIGN I YEAR I SEMESTER

UNIT IV:

PRODUCTION PIPELINES: Different stages of game production, and the

challenges/responsibilities of each stage.

GAME ART PIPELINES: Research, conceptualization, production and integration of

art into games

UNIT V:

THE ITERATIVE PROCESS: The definition of iteration and iterative process in game

development; successful iterative practices.

PRACTICAL: Developing a playground game using the iterative process

UNIT VI: UNDERSTANDING GAMES

This unit will run concurrent with all three, and will basically involve playing and

experimenting with different games of all genres on various different platforms in order

to understand the subject in depth.

REF BOOKS:

1. Rules of Play: Game Design Fundamentals, Katie Salen / Eric Zimmerman

2. Fundamentals of Game Design, Adams and Rollings

***

II YEAR II SEMESTER

U4GA19B4.1SP: PERSONALITY DEVELOPMENT

Code:U4GA19B4.1SP Periods:6P Credits:4 Internals:50 Externals:50 Total:100

1. Goal Setting.

2. Self Confidence and Public Speaking

3. Time Management and Effective Planning.

4. Communication Skills - Effective Listening, Inter personal Communication,

Body Language

5. Business Etiquette - Manners in Public Places, Telephone Etiquette, Grooming

Skills, Personal Hygiene and Table Manners.

6. Team Building and Leadership Skills

7. Memory Improvement.

***

U4GA19B4.2CP: DIGITAL 2D ANIMATION

Code:U4GA19B4.2CP Periods:2L+6P Credits:6 Internals:75 Externals:75 Total:150

UNIT I

Page 11: B.A (HONORS) - GAME ART AND DESIGN I YEAR I SEMESTER

Drawing Basis: About vector and bitmap graphics, Flash drawing mode ,About

overlapping shapes,Using Flash drawing and painting tools, Draw with the pencil tolls

, Draw straight lines ,Reshaping lines and shape outlines, Snapping (object snapping,

pixel snapping, snap aligment) Working with colour, strokes and fills

UNIT II

Working with graphic objects: Selection objects , Moving, copying and deleting

objects ,Arranging object (Stack, Align, Group, Break apart groups and object) ,

Transforming object

UNIT III:

Image Editing:Working with colours and making tonal adjustments, correcting

imagesusing a histogram, levels dialog box, highlight & shadow target values

andsharpening images Drawing and painting, Applying Filters, Using Layersand

Channels

REF BOOKS:

1. The Animators survival kit by Richard Williams

2. Imagineering by Walt Disney

***

U4GA19B4.3CP: DIGITAL CONCEPTUAL ART – II

Code:U4GA19B4.3CP Periods:2L+6P Credits:6 Internals:75 Externals:75 Total:150

UNIT I: Environment Design II

Students continue to develop perspective and to apply compositional principles to

create visual environments. Students create a variety of visual environments and

vehicles to consider for inclusion in their portfolio.

UNIT II: Character and Creature Design II

Students continue to develop skill and apply concept design principles to create

characters and creatures. Students develop skill in more complex designs through the

exploration of dynamic posing, costumes and props. Original character and creature

designs are created for portfolio consideration.

UNIT III: Life Drawing II

Students continue to develop knowledge of the body and how it relates to creating

concept art. Through the use of casts and prolonged poses, students develop

enhanced observational skills and increased proportion and precision in drawing the

human body. Students critique their own work, as well as others in order to further

develop observation skills. Students create professional caliber life drawings for their

portfolio.

Page 12: B.A (HONORS) - GAME ART AND DESIGN I YEAR I SEMESTER

UNIT IV: Colour Theory II:

Students explore colour theory as it relates to concept design and digital painting.

Students apply colour theory to generate scenes and to produce portfolio-ready

artwork.

UNIT V : Portfolio Preparation:

Students gain experience in selecting and enhancing sample artwork to create a

professional grade portfolio. Through a series of interviews and critiques, feedback

ensures that the students' work approaches industry standards. Students explore key

concepts including ethics, professional etiquette and general business practices within

the concept art industry.

REF BOOKS:

1. Vehicle sketches and renderings by Scott Robertson by Scott Robertson

2. Video Game Art by Nic Kelman

3. Art Of The Mass Effect Universe by Casey Hudson

***

U4GA19B4.4CP: GAME WORLD DESIGN I

Code:U4GA19B4.4CP Periods:2L+6P Credits:6 Internals:75 Externals:75 Total:150

UNIT I: Introduction to World Design – Part A

• A brief overview of game worlds and game design

• Properties and Rules

• Story, the vertical spine

UNIT II: Introduction to World Design - Part B

• Causes and Consequences

• Considering game worlds

• Making a game world

• Assignment - examine, analyze and comment on games that marked or

interested you in terms of their environment design.

UNIT III: Finding Inspiration

• Sparking that creative impulse

• Ideas and presentation techniques for a game’s environment and world

design

• Clockworks

Page 13: B.A (HONORS) - GAME ART AND DESIGN I YEAR I SEMESTER

UNIT IV: Aesthetics & Gameplay

• Creating brave new worlds

• Back to rulebook

• Shuffling ideas

• Assignment - proposal for a possible world through concept artwork

REF BOOKS:

1. The Art of Game Design: A book of Lenses by Jesse Schell

2. Rules of Play: Game Design Fundamentals

***

III YEAR I SEMESTER

U4GA19B5.1CP: PROPS MODELING FOR GAMES

Code:U4GA19B5.1CP Periods:2L+6P Credits:6 Internals:75 Externals:75 Total:150

UNIT I:

Creation of Simple Props with Lowpoly Modeling I:

Creating the basic lowpoly props eg. Wooden boxes, table, chair, machine, room

interior ,small weapons ,sword, barrel etc.

Unwraping concept before coloring or texturing .

UNIT II:

Creation of Simple Props with Lowpoly Modeling II:

Understanding the texturing maps like diffuse, normal/bump, emmisive, occlusion

and alpha.

Generating Props with texturing including lighting and shading.

UNIT III:

Creating Advanced Props and Buildings I:

Props with details and giving high detailed in textures.

texture creations from diffuse to normal mode.

Making of pros breakable and colloidal.

UNIT IV:

Creating Advanced Props and Buildings I:

Giving details of props in the 3d software and in sculpting tools and generation of

normal maps.

Other ways to generate normal map in 3d software.

REF BOOKS:

Page 14: B.A (HONORS) - GAME ART AND DESIGN I YEAR I SEMESTER

1. Environment Creation for Production: 3ds Max Modeling and Texturing by Tim

Jones ,Alex Alvarez

2. 3Ds Max Spped Modeling for 3D Artists by Thomas Mooney

3. 3Ds Max modeling for Games by Autodesk

4. Game Prop Creation by Adam Crespi

***

U4GA19B5.2CP: ENVIRONMENT MODELING FOR GAMES

Code:U4GA19B5.2CP Periods:2L+6P Credits:6 Internals:75 Externals:75 Total:150

UNIT I:

Creation of Level and Environment I:

Understanding the level and setup the basic structure in the game.

How to use the polygon in the level and avoid any extra polygon.

Making of props, buildings etc. with details, according to the game play demand and

where the PC is going.

UNIT II:

Creation of Level and Environment II:

Making of level with plane, andulation, cut the roads, bridges, etc. with sculpting and

manual tools.

Understanding the foliage system, vegetation, rocks and sky dome.

Creating the LODs (level of details) of object.

Giving feel of environment according to the theme of game idea.

UNIT III:

Importing Models and Props to Environment- I:

Placement of different props and models which were made separately.

Understanding the breakables and making of breakables of object and collision

objects.

UNIT IV:

Importing Models and Props to to Environment - II:

Creation of vegetation and things

Using of textures where models are not required.

REF BOOKS:

1. Environment Creation for Production: 3ds Max Modeling and Texturing by Tim

Jones ,Alex Alvarez

2. 3Ds Max Spped Modeling for 3D Artists by Thomas Mooney

3. 3Ds Max modeling for Games by Autodesk

4. Game Prop Creation by Adam Crespi

Page 15: B.A (HONORS) - GAME ART AND DESIGN I YEAR I SEMESTER

***

U4GA19B5.3CP: GAME WORLD DESIGN II

Code:U4GA19B5.3CP Periods:2L+6P Credits:6 Internals:75 Externals:75 Total:150

UNIT I: Fundamental components and concepts in world and level design

• Visualizing the game world

• Level Design

• Bordering the world

• The bigger picture

• The garden

UNIT II: Navigation & Time

• Type of Navigation

• Level Design & Local spaces

• Tools of the trade & Move set

• Linear vs. Non-Linear

• The Grey Box

• Assignment: Visual research exercise and expand upon it, giving it

shape and volume.

UNIT III: Ambience and atmosphere of your world

• What lives here?

• Anchoring the world down

• An Atmosphere

• Lighting is Key

• In the Shadows

UNIT IV: Creation of engaging game environments

• Colors

• Conveying a mood

• Assignment from Unit 6 Continued - Define the light, the color palette

and the overall visual context of your game space

REF BOOKS:

1. A Theory of Fun for Game Design

2. Game Feel: A Designer’s Guide to Virtual Sensation.

Page 16: B.A (HONORS) - GAME ART AND DESIGN I YEAR I SEMESTER

***

U4GA19B5.4CT: INTRODUCTION TO GAME ENGINE

Code:U4GA19B5.4CT Periods:6L Credits:6 Internals:75 Externals:75 Total:150

UNIT I:

Genre-specific requirements on engines, Engine architecture ,Gameplay Foundations ,

Low-level Engine Systems , Runtime Object Models, Object-centric models, Property-

centric models

UNIT II:

Event Management, Memory Management

HIDs, Timelines,I/O

Game Loop Architectures

UNIT III:

Multithreading, Networking, Networked Game Loop Architectures

Event Synchronization, Cache Coherence, Configuration Management,

Resource Management

UNIT IV:

Scripting, Scripting for Multiplayer Games, Architecture summary

REF BOOKS:

1. 3D Game Engine Architecture by David H. Eberly

2. 3D Game Engine Design by David H. Eberly

***

U4GA19B5.5EP: PYTHON PROGRAMMING LANGUAGE

Code:U4GA19B5.5EP Periods:2L+6P Credits:6 Internals:75 Externals:75 Total:150

UNIT I

Algorithms: pseudo code, flow chart, algorithmic problem solving, simple strategies

for developing algorithms.

Illustrative problems: find minimum in a list, insert a card in a list of sorted cards,

and guess an integer number in a range, Towers of Hanoi.

Page 17: B.A (HONORS) - GAME ART AND DESIGN I YEAR I SEMESTER

UNIT II

Data , Expressions, Statements: Python interpreter and interactive mode; values and

types, variables, expressions, statements, tuple assignment, precedence of operators,

comments; modules and functions, function definition and use, flow of execution,

parameters and arguments;

Illustrative programs: exchange the values of two variables, circulate the values of n

variables, distance between two points.

UNIT III

Control Flow: Boolean values and operators, conditional statements, Iteration

statements while, for, break, continue, and pass.

Functions: return values, parameters, local and global scope, function composition,

recursion; Strings: string slices, immutability, string functions and methods, string

module; Lists as arrays.

Illustrative programs: square root, gcd, exponentiation, sum an array of numbers,

linear search, binary search.

UNIT IV

Lists: list operations, list slices, list methods, list loop, mutability, aliasing, cloning

lists, list parameters;

Tuples: tuple assignment, tuple as return value;

Dictionaries: operations and methods; advanced list processing – list comprehension;

Illustrative programs: selection sort, insertion sort, mergesort, histogram.

UNIT V

Files and exception: text files, reading and writing files, format operator; command

line arguments, errors and exceptions, handling exceptions, modules, packages;

Illustrative programs: word count, copy file

REF BOOKS:

1. Allen B. Downey, ``Think Python: How to Think Like a Computer Scientist’’, 2nd

edition, Updated for Python 3, Shroff/O’Reilly Publishers, 2016

2. Guido van Rossum and Fred L. Drake Jr, “An Introduction to Python – Revised

and updated for Python 3.2, Network Theory Ltd., 2011.

***

U4GA19B5.6EP: C PROGRAMMING LANGUAGE

Code:U4GA19B5.6EP Periods:2L+6P Credits:6 Internals:75 Externals:75 Total:150

UNIT I:

Introduction: Algorithm / pseudo code, flowchart, program development steps,

structure of C program, A Simple C program, identifiers, basic data types and

Page 18: B.A (HONORS) - GAME ART AND DESIGN I YEAR I SEMESTER

sizes, Constants, variables, arithmetic, relational and logical operators, increment

and decrement operators, conditional operator, bit-wise operators, assignment

operators, expressions, type conversions, conditional expressions, precedence and

order of evaluation.

Flow Control: Input-output statements, statements and locks, if and switch

statements, loops- while, do-while and for statements, break, continue, goto and

labels, programming examples.

UNIT II:

Functions: Designing structured programs, Functions, basics, parameter passing,

standard library functions, recursive functions, header files, example c programs.

Storage classes & pre - processor: extern, auto, register, static, scope rules, block

structure, user defined functions, C pre-processor

UNIT III:

Arrays: concepts, declaration, definition, accessing elements, storing elements, arrays

and functions, two-dimensional and multi-dimensional arrays, applications of arrays.

Searching – Linear and binary search methods, sorting – Bubble sort.

Strings: concepts, declaration, definition, accessing elements, storing elements, string.

h functions, strings and functions, two-dimensional strings, applications of strings,

char i/o ,string i/o.

UNITIV:

Pointers Intro: concepts, initialization of pointer variables, pointers and function

arguments, address arithmetic, Character pointers and functions,

Pointers Adv: pointers to pointers, pointers and multidimensional arrays, dynamic

memory managements, command line arguments, c program examples.

UNIT V:

User defined types: structures- declaration, definition and initialization of structures,

accessing structures, nested structures, arrays of structures, structures and

functions, pointers to structures, self referential structures, unions, typedef, C

program examples.

Files: concept of a file, text files and binary files, streams, standard I/o, Formatted

I/o, file I/o operations, error handling, C program examples.

REF BOOKS:

1. A structured programming approach using C, B.A. Forouzan and R.F. Gilberg,

Third edition, Thomson.

2. C& Data structures – P. Padmanabham, B.S. Publications.

3. C Programming with problem solving, J.A. Jones & K. Harrow, dreamtech Press

4. Programming in C – Stephen G. Kochan, III Edition, Pearson Education.

Page 19: B.A (HONORS) - GAME ART AND DESIGN I YEAR I SEMESTER

***

U4GA19B5.7EP: GAME ENGINE PROGRAMMING – I

Code:U4GA19B5.7EP Periods:2L+6P Credits:6 Internals:75 Externals:75 Total:150

UNIT I:

Unity Overview: Unity Basics, Building Scenes, Creating Gameplay

Editors: Editor Overview, Editor Reference

UNIT II:

Graphics: Graphic Overview, Graphic reference

Physics: Over view, 2D Physics reference, 3D Physics reference

UNIT III:

Scripting: Scripting Overview, Scripting tools

UNIT IV:

Audio: Overview, Audio Reference

UNIT V:

Animation: Animation overview, Animation Reference

Navigation and Path finding: Navigation overview, Navigation reference.

REF BOOKS:

1. 3D Game Engine Programming by Stefan Zerbst and Oliver Duvel

* * *

III YEAR II SEMESTER

U4GA19B6.1CP: CHARACTER MODELING FOR GAMES

Code:U4GA19B6.1CP Periods:2L+6P Credits:6 Internals:75 Externals:75 Total:150

UNIT I:

Creating lowpoly Characters and Creatures - I:

Creation of low poly character models including human, soldier, warrior, lady etcwith

good anatomy, silhouette to the model.

Creation of model with good topology,polyflow, and error free details

UNIT II:

Page 20: B.A (HONORS) - GAME ART AND DESIGN I YEAR I SEMESTER

Creating lowpoly Characters and Creatures - II:

Making the cuts and dividing the polygon keeping rigging in mind.

Unwrap the character where texture plays a very important role.

Giving details in the extra props which are the part of character.

UNIT III:

Giving Details to the Character with Sculpting Tools - I:

Export the character for sculpting to various format and tools.

Methods of generating the normal maps with different tools

UNIT IV:

Giving Details to the Character with Sculpting Tools - I:

Understanding the sculpting tools interface

Giving details to the character/creature and generation of normal maps

Applying of normal map/bump map to the lowpoly character /creature.

REF BOOKS:

1. Environment Creation for Production: 3ds Max Modeling and Texturing by

Tim Jones ,Alex Alvarez

2. 3Ds Max Spped Modeling for 3D Artists by Thomas Mooney

3. 3Ds Max modeling for Games by Autodesk

4. Game Prop Creation by Adam Crespi

***

U4GA19B6.2CP: DIGITAL SCULPTING

Code:U4GA19B6.2CP Periods:2L+6P Credits:6 Internals:75 Externals:75 Total:150

UNIT I:

Intro to digital Sculpting:

Learning the transition of sculpting from traditional to digital environments,

use of sculpting tools and techniques for achieving good anatomy and

composition in our sculptures.

Digital Sculpting Tools and processes:

Understanding concepts like dynamic tessellation, Masking and working with

Sculpting and Transform brushes like clay, move, smooth and pinch etc.

UNIT II:

Working with Multiple Objects:

Page 21: B.A (HONORS) - GAME ART AND DESIGN I YEAR I SEMESTER

Working with multiple objects using .OBJ import export options to create

complex compositions.

Advanced Digital Sculpting:

Creation Base mashes using Z-spheres and Z-sketch techniques. Working with

Subdivisions, Dynamesh, Z-Re-mesher, Insert mesh tools. Using sub tool

options and deformation menu to create further details to base mesh.

UNIT III:

3D Painting:

Using digital 3D painting tools to paint diffuse, normal, specular maps using

poly and vertex painting techniques.

Hard Surface Modeling:

Working with Organic and hard surface models, hard surface modeling techniques

with tools like Z-modeler, Nano, Array and Micro mesh for creating photo

realistic hard surface models.

UNIT V:

Working Re-topology tools to create clean, quad-based mesh for animation

Texturing systems using Poly paint, Spot light and vertex painting techniques to

texture sculpted model.

Baking Maps with painted textures in to maps like diffuse, displacement and

normal etc. for using in game engines

Materials and Rendering:

Understanding materials in ZBrush and their properties, concept of lighting and light

caps and BPR based rendering in ZBrush for creating final renders.

REF BOOKS:

1. ZBrush4 Sculpting for Games Beginners (Scott Spencer)

2. Sybex ZBrush Digital Sculpting Human Anatomy (Manuel Scherer)

3. Pixologic ZBrush a Comprehensive Guide (Sham Tickoo)

***

U4GA19B6.3CP: USER INTERFACE DESIGN

Code:U4GA19B6.3CP Periods:2L+6P Credits:6 Internals:75 Externals:75 Total:150

UNIT I:

Page 22: B.A (HONORS) - GAME ART AND DESIGN I YEAR I SEMESTER

Introduction: Importance of User Interface, Characteristics of Graphical and web user

interfaces

User Interface Design Process: Know about Client, Understanding Business

Function, Principles of Good Screen Design

UNIT II:

Developing System Menus and Navigation Schemes: Structure of Menus, Functions

of Menus, Content of Menus, Formatting of Menus, Phrasing the Menu, Selecting

Menu Choices, Navigating Menus

Windows: Window Characteristics, Components of Window, Presentation styles, Types

of Windows, Window Management, Window operations

UNIT III:

Device Based Controls: Track ball, Joystick, Graphic tablet, touch screen, voice,

mouse, keyboard.

UNIT IV:

Screen Based Controls: Buttons, Text Boxes, radio buttons, check boxes, Palettes,

list boxes, Spin Boxes, Combo boxes, slider, tabs, Date picker etc.

UNIT V:

Clear Text and Messages, Feed Back, Guidance and Assistance, Meaningful Graphics ,

Icons, Images, Proper Colors

REF BOOKS:

1. The Essential Guide to User Interface Design by Wilbert O. Galitz

***

U4GA19B6.4EP: 2D GAME ENGINE CONCEPTS

Code:U4GA19B6.4EP Periods:2L+6P Credits:6 Internals:75 Externals:75 Total:150

UNIT I:

Intro to 2D Game Engine:

Introduction to 2D game engine, limitations and possibilities, study of different

components like physics, collusions, Animation and Render mechanics in the engine

for testing creating compiling 2D games.

UNIT II:

Importing Game Assets and Animation:

Import 2D art assets and animations in to game engine like raster and vector

graphics, sprite sheets and managing animation clips and their properties.

Page 23: B.A (HONORS) - GAME ART AND DESIGN I YEAR I SEMESTER

UNIT III:

Introduction to visual Scripting:

Visual scripting using Behaviors, conditions ,variable nodes , event sheets to trigger

them to create complete game logic without any use of programming language.

Unit – IV

Making 2D Game:

Creation of 2D game using animated sprite sheets, UI elements, tailed backgrounds

and maps and test them in the game engine and debug it and convert it into an

android are IOS file using Microsoft SDK kit.

REF BOOKS:

1. Build your own 2D Game Engine and Create Great Web Games (Kelvin Sung )

2. Unity 2D Game Development (Dave Calabrese)

***

U4GA19B6.5EP: 3D GAME ENGINE CONCEPTS

Code:U4GA19B6.5EP Periods:2L+6P Credits:6 Internals:75 Externals:75 Total:150

UNIT I:

Intro to 3D Game engine:

Core functionalities of a game engine and its components like engine

for or 3D graphics, a physics engine or collision detection

sound, scripting, animation, artificial intelligence, networking, streaming, memory

management, threading, localization support, scene graph, and may include video

support for cinematic and how it works on multiple platforms.

Game engine UI:

Learning the Tools and exploring different editors for example Navigation tools,

Transform tools, Project window, Inspector, Animator editor etc.

UNIT II:

Importing Art Assets:

Importing of 2D and 3D art assets in to game engine using different editors in a

game engine and how to integrated them in to a game.

Mechanism Animation System:

Importing of animation, animation controller, assembling, creating motion clips and

branches in Mechanism animation system.

UNIT III:

2D Game development:

Page 24: B.A (HONORS) - GAME ART AND DESIGN I YEAR I SEMESTER

Creating a 2D game using a 2D Mode in a game engine with components like Sprite

editor, 2D Rigged bodies, Colliders, World Builder and Tiled maps.

UNIT IV:

3D Game development:

Creating a 3D game using a 3D Mode in a game engine with components like 3D

Physics ,3D Colliders, Mecanim Animator, Materials and 3d Lights.

REF BOOKS:

1. Getting Started with Unity (Patrick Felicia)

2. Unity 2D Game Development (Dave Calabrese)

3. Beginning 3D Game Development with Unity (Sue Blackman)

***

U4GA19B6.6EP: INTRODUCTION TO AUGMENTED REALITY

Code:U4GA19B6.6EP Periods:2L+6P Credits:6 Internals:75 Externals:75 Total:150

UNIT I: Introducing Mixed and Augmented Reality

Key concepts and techniques of Mixed and Augmented Reality. Explaining business

aspects of augmented reality: the AR market, the potential applications and the value

chain. The main characteristics of AR systems and the main components of AR

architecture.

UNIT II: Augment City Map

Image recognition and tracking process to enrich an image with a3D object. An AR

application that will augment a city map with a 3D model.

UNIT III: Augmented Reality with Geolocation

Geolocation in Augmented Reality and step by step in the creation of an AR

geolocalized Application

UNIT IV: Customizing an Augmented Reality Application

Understanding the ARAF format for AR Application and then how to “program” it and

change the behavior of the application.

REF BOOKS:

1. Augmented Reality: Principles & Practice Paperback by Schmalstieg / Hollerer.

2. Artificial Intelligence Meets Augmented Reality by Chitra Lele.

3. Unity 2018 Augmented Reality Projects: Build four immersive and fun AR

applications using AR Kit, AR Core, and Vuforia by Jesse Glover.

Page 25: B.A (HONORS) - GAME ART AND DESIGN I YEAR I SEMESTER

U4GA19B6.7EP: PORTFOLIO I - MINI PROJECT

Code:U4GA19B6.7EP Periods:2L+6P Credits:6 Internals:100 Externals:100 Total:200

• Developing a simple Game as mini project on a chosen subject with the

guidance of the concerned faculty.

• Submission of a report on their Mini Project work under the guidance of the

concerned faculty.

• A viva voce is conducted internally on the mini project and practical experience

gained during his/her mini Project.

***

IV YEAR I SEMESTER

U4GA19B7.1CP: 3D ANIMATION AND RIGGING

Code:U4GA19B7.1CP Periods:2L+6P Credits:6 Internals:75 Externals:75 Total:150

UNIT I:

Core Principals of 3D Rigging:

Gaining knowledge on Animation requirements, Anatomy and kinematics to achieve

proper deformation and influence.

Study to create animation controllers and custom attributes to drive them to make

animation friendly rigs.

Understanding Bone creation and Deform tools:

How to create bone setups using bone creation tool and understanding linear and non-

liner deformation tools like bend, warp and lattices.

IK and FK Mechanics:

Understanding IK and FK mechanics and how to use them learning tools and their

solver settings for tools like IK handle, IK spline handle.

Skinning Concepts:

Learning different skinning techniques like rigged binding, smooth binding and

interactive binding and how to paint and balance skin weights using editors like

component editor and paint skin weight tool etc.

UNIT II:

Page 26: B.A (HONORS) - GAME ART AND DESIGN I YEAR I SEMESTER

Prop Rigging for Games:

Rigging props like cars and other mechanical objects using set drive key concepts usage

of constrains, expressions and attributes to enhance the rigging functionality.

UNIT III:

Intro to Character Rigging:

Study to combine skeleton, inverse kinematics (IK), and constraint tools to create a

basic rig for a character, and how to attach the character mesh to the skeleton using

skinning tools and creating custom rig setups like reverse foot lock, IK/FK spline,

IK/FK switchable hands etc. and finally assembling the total rig with proper prefixing

and naming.

UNIT IV:

3D Animation basics:

Introducing animation principals and concepts in a 3d Program. Learning tools and

techniques to create animation in 3D. Understanding functional curves and working

in graph editor to create key frame-based animations.

Animating inanimate objects:

Implementing timing and spacing with other animation principals to animate

inanimate 3D objects to master the concepts of key frame animation and management

of functional curves to optimize use of key frames and in-betweens with proper timing

and spacing in animation example ball bounce, pendulum, etc.

UNIT V:

Body Mechanics

Understanding how human body mechanics work concepts like IK (Inverse

kinematics), FK (Forward kinematics), Balance, weight, Posing and Line of action.

Working with Human rig sets understanding their functions and custom attributes.

3D Game Animation Cycles:

Understanding Looping and cyclic actions are integral part of a game animation this

section we will study all possible important cyclic actions and their different variations

depending on gender, weight, mood and age needed in a 3d game like Walk cycle, run

cycle, Jump and idle etc.

REF BOOKS:

1. The Animator's Survival Kit (Richard Williams)

2. Character Animation 2D Skills for Better 3D 2nd.Edition(Steve Roberts)

***

Page 27: B.A (HONORS) - GAME ART AND DESIGN I YEAR I SEMESTER

U4GA19B7.2CT: GAME QUALITY ASSURANCE

Code:U4GA19B7.2CT Periods:6L Credits:6 Internals:75 Externals:75 Total:150

UNIT I:

Introduction: What is Quality, Quality Assurance, 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:

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.

UNIT III:

Test Trees and Test Flow Diagrams: Test Trees, Combinatorial Testing, Elite bug

hunting and flow diagrams.

UNIT IV:

The Test Process: Test Flow Diagrams, Clean room Testing, and Modeling Player

Behavior. Play testing and Ad-hoc Testing

UNIT V:

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

REF BOOKS:

1. Game Development Essentials: Game QA & Testing by Luis Levy, Jeannie

Novak

2. Game Testing Second Edition by Charles Schultz , Robert Bryant

***

U4GA19B7.3CP: LIGHTING FOR GAMES

Code:U4GA19B7.3CP Periods:2L+6P Credits:6 Internals:75 Externals:75 Total:150

UNIT I:

Light Theory:

Page 28: B.A (HONORS) - GAME ART AND DESIGN I YEAR I SEMESTER

Understanding the principals of light what light is made up of how its related to color its

properties like Shadows, Reflections, Refractions, GI (Global illumination), Radiosity,

Caustics etc.

3D Lights:

learning about different lights in 3D application its properties and uses which light to

use in which situation pros and cons of using different lights example directional, Omni,

Spot and Area lights etc.

UNIT II:

Cinematic Lighting Setups:

Setting up cinematic lighting setups like one point, two point, three-point light setups

and analyzing how they are used to enhance the visual aesthetics of 3D scene. A deep

study how lighting is used in storytelling and staging.

Intro to GI:

Understanding the core principals of GI and its different components like AO (ambient

Occlusion), Caustics, Final gathering, irradiance and raytracing.

Faking GI:

By Understanding the core principals of GI creating fake GI with traditional lights and

light rigs.

UNIT III:

Advanced Lighting with Mental Ray:

Creating Advanced lighting setups using Mental ray render engine. understanding

different mental ray nodes, Shaders and shading networks. Analyzing concepts like

image-based lighting, GI, Physical sun and sky systems etc.

UNIT IV:

Baking Lighting Concepts

Learn how to bake lighting of a 3d scene and exporting them to game engine, integration

of light maps with textures for maximum memory efficiency in games.

UNIT V:

Lighting and Rendering in game engines:

Understating the render engine how similar are they to 3d lights elaborating light

properties, studying concepts like light Probes and light maps and how game engines

handle GI and PBR based lighting concepts with good examples.

REF BOOKS:

Page 29: B.A (HONORS) - GAME ART AND DESIGN I YEAR I SEMESTER

1. Digital Lighting and Rendering (Jeremy Birn)

***

U4GA19B7.4ET: STORY TELLING FOR GAMES

Code:U4GA19B7.4ET Periods:6L Credits:6 Internals:75 Externals:75 Total:150

UNIT I: 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?

UNIT II: Characterization for games

Player motivations vs. character motivations.Building character – mechanics vs.

dramatics.Character types, character traits.

How to provide relevant and immersive fiction to existing game mechanics.

UNIT III: Empathy and emotion

Meaningful moments, identifying with characters, making choices that matter.

The Three Act structure for games: Opening, Mid Game, End Game.

UNIT IV: 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.

UNIT V: 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.

REF BOOKS:

There will be no required texts, however students will be called upon to critique fiction

from different games currently published.

***

Page 30: B.A (HONORS) - GAME ART AND DESIGN I YEAR I SEMESTER

U4GA19B7.5EP: INTRODUCTION TO VIRTUAL REALITY

Code:U4GA19B7.5EP Periods:2L+6P Credits:6 Internals:75 Externals:75 Total:150

UNIT I: Virtual Reality- Hardware and History

Basics of VR, Definition of Virtual Reality, exploring VR hardware, demonstrations of a

range of VR Head Mounted Devices.

History of Virtual Reality and drafting your ideas for a VR application.

UNIT II: VR Applications

Different applications of VR- from news and documentaries, to sports, therapy, and

games. VR Technical Framework, thoughts on VR applications.

UNIT III: The Psychology of VR: The Three Illusions

Three Illusions: Place Illusion, Plausibility Illusion, and Embodiment Illusion, with

some interesting tricks along the way!

UNIT IV: 3D Graphics

3D Virtual Reality Environments. Basics of 3D graphics, 3D engines and development

environments.

Content Creation: What works in VR?

In this course, we will put together everything we have learned to think about how to

create compelling VR worlds. We will start by looking behind the scenes at how 3D

graphics hardware works and why VR can be so demanding of computing power. Then

we will think about the particular requirements of content creation for VR.

REF BOOKS:

1. Computer Graphics with Virtual Reality System by Rajesh K. Maurya. 2. Learning Virtual Reality Developing Immersive Experiences and Applications by Tony Parisi.

***

U4GA19B7.6ET: GAME PROJECT MANAGEMENT

Code:U4GA19B7.6ET Periods:6L Credits:6 Internals:75 Externals:75 Total:150

UNIT I:

Page 31: B.A (HONORS) - GAME ART AND DESIGN I YEAR I SEMESTER

Introduction to Game Project Management: Informal and Accessible style

SDLC: Requirements Analysis including review of structured analysis and other

techniques and tools commonly used in the analysis phase of SDLC

UNIT II:

Project Planning: concept development; Specification, Project Breakdown, Task

Delegation, Time Estimation, Identification of needed resources, Integration of Time /

Personnel, Setting controls and Gates

Project Budgeting: Studio Costs, Additional Studio Costs, Initial Investment,

Production Costs, Marketing costs.

UNIT III:

Project Scheduling: Task Designate,Identifying the Activities of a Project, The

PERT/CPM Approach for Project Scheduling, The Critical Path, Possible delays,

Gantt Charts, Recourse Leveling and Allocation.

Project Execution:Pre-production, Production, Milestones, Post-production

UNIT IV:

Monitoring and Controlling the Project: Monitoring of key parameters like cost,

Schedule, risks, Corrective Actions, Metrics and Monitoring Methods

Documentation: Documentation associated with design, programming, art, audio,

and production planning.

UNIT V:

Case Study: Any two Case Studies to discuss project management techniques specific

to both game development studios and publishers involving both external and internal

producers.

REF BOOKS:

1. Game Development Essentials: Game Project Management by John

Hight, Jeannie Novak

2. Project Management: A Systems Approach to Planning, Scheduling, and

Controlling by Harold Kerzner

3. The Art of Project Management (Theory in Practice (O'Reilly)) by Scott Berkun

***

IV YEAR II SEMESTER

U4GA19B8.1CT: GAME PSYCHOLOGY

Code:U4GA19B8.1CT Periods:6L Credits:6 Internals:75 Externals:75 Total:150

UNIT I: Introduction

Page 32: B.A (HONORS) - GAME ART AND DESIGN I YEAR I SEMESTER

• The fundamentals of psychology

• How we function as humans

• What our drives and why we enjoy certain activities

UNIT II: Needs & Motivations

• Types of Motivations

• Deficient needs – Physiological, Safety, Social, Esteem & Fulfillment

• Growth needs - Cognitive, Self-actualization & Transcendence

UNIT III: Game Experiences & Pleasurable Activities

• Types of game experiences

• Competition

• Chance, vertigo

• make-believe & the creation ‘flow’

UNIT IV: Designing for Humans

• Learning & Interaction

• Recognition of underlying patterns

UNIT V: The role of Game Designer

• Market Analysis & user profiles

• Game width

• Imitation

• Emotional impact

• Pleasure of Learning

• Pacing & Difficulty

REF BOOKS:

1. Thinking fast and slow – Daniel Kahneman

2. Predictably irrational – Dan Ariely

***

U4GA19B8.2CP: 3D MODELS & DESIGN FOR VIRTUAL REALITY

Code:U4GA19B8.2CP Periods:2L+6P Credits:6 Internals:75 Externals:75 Total:150

UNIT I: VR Audio

Page 33: B.A (HONORS) - GAME ART AND DESIGN I YEAR I SEMESTER

Sound in Virtual Reality, advanced3D Audio techniques to enhance experience.

UNIT II: Interaction in VR

Interaction in VR, different types of interaction, and how interaction works with

different HMDs.

Moving around in VR

Physical navigation, such as walk-in-place, and virtual navigation, such as

teleportation.

UNIT III: Interacting with Objects in VR

Interacting with objects in VR: Interacting with objects within reach, hyper-natural

interaction, and magic interaction. Physics interaction, and how this works in VR.

UNIT IV: Challenges in VR interaction and User Interfaces in VR

Challenges in VR interaction and user interfaces in VR. Graphical user interfaces in

VR, Abstract interfaces and diegetic and non-diegetic UI. Designing VR interaction.

REF BOOKS:

1. Creating Augmented and Virtual Realities: Theory and Practice for Next-Generation

Spatial Computing by Erin Pangilinan

2. Dawn of the New Everything: A Journey through Virtual Reality by Jaron Lanier

***

U4GA19B8.3EP: PORTFOLIO II – PROJECT

Code:U4GA19B8.3EP Periods:9P Credits:6 Internals:100 Externals:100 Total:200

Developing a Game as final project on a chosen subject with the guidance of the

concerned faculty.

Submission of a report on their Project work under the guidance of the concerned

faculty.

Two Presentations has to be given during the Project period. One is at the design level

and the second is after the production of Game. The presentation should have topic

related visuals.

A viva voce is conducted by an external expert on the final project and practical

experience gained during his/her Project.

Page 34: B.A (HONORS) - GAME ART AND DESIGN I YEAR I SEMESTER

***

U4GA19B8.4EP: GAME PRODUCTION POSTMORTEM AND REVIEW

Code:U4GA19B8.4EP Periods:9P Credits:6 Internals:100 Externals:100 Total:200

The objective of a Game Postmortem is to document what went right and what went

wrong during the project.

The lessons learned along the way will be communicated to others so that they can

repeat the successful parts of the development process, and avoid the pitfalls you

encountered along the way.

Students will be led through a post mortem review by having them explain the type of

game, the goals of the game, the intended audience, and any specific technologies or

features that you wanted to build into it that would set it apart from the competition.

Tools, software and hardware used in the project development along with what worked

and did not. Then a discussion about the development team and the team dynamics.

Finally, students will be asked to focus on 5 aspects of the project that went right or

better than expected and 5 aspects that went wrong.

For example, were there any phases of development that you thought would be much

harder than you had planned? Did a new technology become widely adopted by

consumers that solved a particularly thorny development problem? Did new

development tools become available that let you add better graphics or sound? Cut

days/weeks/months off the schedule in some way you hadn't expected to? Did

adapting to new technologies like, a new graphics library or algorithm create

unanticipated problems for the developers? Did your development tools let you down

in some way or not live up to expectations? Did hidden costs creep into the project,

and if so, where did they come from? Did the schedule slip for some reason?

Postmortems will be realistic and will accentuate both the "what went right" and the

"what went wrong".

***