b.a (honors) - game art and design i year i semester
TRANSCRIPT
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
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
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.
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.
• 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...
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
***
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.
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.
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
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
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.
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
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:
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
***
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.
***
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.
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
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.
***
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:
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:
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:
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.
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:
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.
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:
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)
***
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:
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:
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.
***
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:
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
• 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
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.
***
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".
***