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20CD913 - Game Design
Department : Computer Science and Design
Batch / Year : 2022 – 2026 / III
Created by : Ms.S.Mahalakshmi
Ms.B.Maheswari
Date : 15.06.2024�
1. Contents
S. No. | Contents |
1 | Contents |
2 | Course Objectives |
3 | Prerequisites |
4 | Syllabus |
5 | Course Outcomes |
6 | CO-PO Mapping |
7 | Lecture Plan |
8 | Activity Based Learning |
9 | Lecture Notes |
10 | Assignments |
11 | Part- A Questions & Answers |
12 | Part-B Questions |
13 | Supportive Online Courses |
14 | Real Time Applications |
15 | Content beyond the Syllabus |
16 | Assessment Schedule |
17 | Prescribed Text books & Reference Books |
18 | Mini Project Suggestions |
Unit - II Content
Chapter No. | Contents |
2.1 | Game AI |
2.2 | AI model |
2.3 | Algorithms for Movement |
2.4 | Path finding |
2.5 | Decision making |
2.6 | Tactical and Strategic AI |
2.7 | Procedural Content Generation |
2.8 | Board Games |
2. Course Objectives
3. Prerequisites
20CD913-GAME DESIGN |
VR Development platform such as Unity |
VR Software |
VR Headset |
4. Syllabus
20CD913 | Game Design(Lab Integrated) | L | T | P | C | |
2 | 0 | 2 | 3 | |||
OBJECTIVES: • To Understand the Fundamental principles of Game Design and Development. • To know the importance and application of Game AI. • To learn the detailed processes of typical Game Engine. • To Implement simple 2D games using the design and development process learnt. • To Implement simple 3D games using the design and development process learnt. | ||||||
UNIT I | GAME DESIGN FUNDAMENTALS | 6+6 | ||||
Role of Game Designer, Structure of Games, major genres, game concepts, game worlds, working with formal elements, dramatic elements and system dynamics, storytelling, game play, core mechanics, game balancing, principles of Level Design, Conceptualization, prototyping, play testing. | ||||||
UNIT II | GAME AI | 6+6 | ||||
Game AI, AI model, algorithms for Movement, Path finding, Decision making, Tactical and Strategic AI, Procedural Content Generation, Board Games | ||||||
UNIT III | GAME ENGINE | 6+6 | ||||
Rendering engine and pipeline, Scene Graph, Level of Detail, sorting, Animation Systems, Collision and Rigid Body dynamics. | ||||||
UNIT IV | 2D GAME DESIGN AND IMPLEMENTATION | 6+6 | ||||
GoDot game engine Designing and Prototyping a simple 2D Game, including character design, storytelling, levels. Implementing the Game in pygame or Godot engine or equivalent | ||||||
UNIT V | 3D GAME DESIGN AND IMPLEMENTATION | 6+6 | ||||
Designing and Prototyping a simple 3D Game, including character design, storytelling, levels. Implementing the Game in pygame or Godot engine or Blender or equivalent | ||||||
Lab Exercises: (Note: Students can work in small teams of 2 or 3 for the experiments) 1. Install any Game Engine (Ex: Godot engine / equivalent) and understand the features and functions. 2. Install Blender and learn some basic 3D graphics including rendering pipeline, textures, coordinate systems, lighting, simple animation . | ||||||
4. Syllabus Contd...
3. Experiment with creating and importing simple 2D / 3D characters, into the work environment. 4. Design and document a simple 2D game, following the principles of game design, including genre, characters, game world, characters, game mechanics, levels. 5. Implement the 2D game using pygame / equivalent tools. 6. Implement any simple path finding algorithm and incorporate the same in the 2D game. 7. Implement any other simple AI techniques, to the game 8. Design and document a simple 3D game, following the principles of game design, including genre, characters, game world, characters, game mechanics, levels. 9. Implement the 3D game using Blender / equivalent tools. 10. Evaluate the design and the implementation of the games. |
TOTAL: 30+30 = 60 PERIODS |
OUTCOMES: At the end of this course, the students will be able to: CO1: Use the Fundamental principles of Game Design and Development in context CO2: Able to apply AI techniques in Game Design and Development ∙ CO3: Thoroughly understand the detailed processes of the Game Engine ∙ CO4: Design and Implement simple 2D games using the design and development process learnt. CO5: Design and Implement simple 3D games using the design and development process learnt. |
TEXT BOOKS: 1. Ernest Adams, “Fundamentals of Game Design”, 3rd Edition, Pearson Education, 2015. 2. Ian Millington, “AI for Games”, CRC Press, 3 rd edition, 2019. 3. Jung Hyun Han, “3D Graphics for Game Programming”, Delmar Cengage Learning, 2011. |
REFERENCES: 1.Tracy Fullerton: Game Design Workshop, A Play centric Approach to Creating Innovative Games,4 th Edition, CRC Press, 2018. 2.Jason Gregory, “Game Engine Architecture”, CRC Press, Third Edition, 2018. 3.Ernest Adams and Joris Dormans, “Game Mechanics: Advanced Game Design”, New Riders Press, 2012. 4. Jesse Schell, “The Art of Game Design, A Book of Lenses”, Third Edition, CRC Press, 2019. 5.Sanjay Madhav, “Game Programming in C++: Creating 3D Games”, Addison-Wesley Professional; 1st edition |
SOFTWARE REQUIREMENTS: Blender, Unity, Unreal Engine/Equivalent |
5. Course Outcomes
CO1: Use the Fundamental principles of Game Design and Development in context.
CO2: Able to apply AI techniques in Game Design and Development∙
CO3: Thoroughly understand the detailed processes of the Game Engine∙
CO4: Design and Implement simple 2D games using the design and development process learnt.
CO5: Design and Implement simple 3D games using the design and development process learnt.
6. CO - PO Mapping
| POs and PSOs | ||||||||||||||
COs | PO1 | PO2 | PO3 | PO4 | PO5 | PO6 | PO7 | PO8 | PO9 | PO10 | PO11 | PO12 | PSO1 | PSO2 | PSO3 |
CO1 | 3 | 2 | 3 | 2 | 3 | | | | 3 | | | 3 | 3 | 3 | 2 |
CO2 | 3 | 2 | 2 | 2 | 3 | | | | 2 | | | 2 | 2 | 3 | 1 |
CO3 | 2 | 2 | 3 | 2 | 3 | | | | 3 | | | 3 | 3 | 2 | 2 |
CO4 | 3 | 2 | 3 | 2 | 3 | | | | 3 | | | 2 | 3 | 3 | 1 |
CO5 | 3 | 3 | 2 | 2 | 3 | | | | 2 | | | 3 | 3 | 3 | 1 |
7. Lecture Plan- Unit II
S. No. | Topic | No. of Periods | Proposed Date | Actual Lecture Date | Pertaining CO | Taxonomy Level | Mode of Delivery |
1 | Game AI | 1 | | | CO2 | K1 | PPT |
2 | AI model | 1 | | | CO2 | K3 | PPT |
3 | Algorithms for Movement | 1 | | | CO2 | K2 | PPT |
4 | Path finding | 1 | | | CO2 | K2 | Chalk & Talk |
5 | Decision making | 1 | | | CO2 | K2 | PPT |
6 | Tactical and Strategic AI | 1 | | | CO2 | K2 | PPT |
7 | Procedural Content Generation | 1 | | | CO2 | K3 | Chalk & Talk |
8 | Board Games | 1 | | | CO2 | K4 | PPT |
8. Activity Based Learning
Learning Method | Activity |
Learn by Practical | Blender & Unity Software available for Practice |
Learn by Questioning | Using Shortcut Keys |
Learn by doing Hands-on | Practice in Lab |
9. Lecture Notes
UNIT I GAME AI 6+6
Game AI, AI model, algorithms for Movement, Path finding, Decision making, Tactical and Strategic AI, Procedural Content Generation, Board Games
2.1 Game AI
Game AI :
2.2 Game AI
THE COMPLEXITY FALLACY:
THE PERCEPTION WINDOW:
CHANGES OF BEHAVIOR: The perception window isn’t only about time. Think about the ghosts in Pac-Man again. They might not give the impression of sentience, but they don’t do anything out of place. This is because they rarely change behavior (the most noticeable is their transformation when the player eats a power-up). Whenever a character r in a game changes behavior, the change is far more conspicuous than the behavior itself. In the same way, when a character’s behavior should obviously change and doesn’t, it draws attention. If two guards are standing talking to each other and you shoot one down, the other guard shouldn’t carry on the conversation!
2.2 AI Model
MODEL OF GAME AI :
MOVEMENT:
2.2 AI Model
DECISION MAKING:
AGENT-BASED AI:
10. Assignment Question
Assignment | Design the following | K - Level | COs |
1 | Structure of Games and major genres | K4 | CO1 |
2 | Game concepts, game worlds, working with formal elements | K5 | CO1 |
3 | Storytelling and Game play | K4 | CO1 |
4 | Principles of Level Design and Conceptualization | K6 | CO1 |
5 | Prototyping and Play testing | K6 | CO1 |
11. Part A�Question & Answer�
11. Part A Question & Answer
1. What is a Game?(CO1, K1)
2. Define Game Design? (CO1, K2)
Game design is the process of creating and shaping the mechanics, systems and rules of a game. Games can be created for entertainment, education, exercise or experimental purposes. Additionally, elements and principles of game design can be applied to other interactions, in the form of gamification.
3. What is the structure of game design? (CO1, K3)
The Structure of Game Design is designed to help aspiring and existing game designers turn their ideas into working games. Creating a game involves understanding the core foundational elements of all types of games from paper-based games to the latest video games.
4. What are the process involved in game design ? (CO1, K3)
Game design is the process of
11. Part A Question & Answer
5. What is PLAYER-CENTRIC GAME DESIGN? (CO1, K1)
PLAYER-CENTRIC GAME DESIGN is a philosophy of design in which the designer envisions a representative player of a game the designer wants to create. The designer then undertakes two key obligations to that player.
6.Draw the relationship among the core mechanics, the user interface, and the player? (CO1, K2)
7. What is GAMEPLAY MODES? (CO1, K1)
GAMEPLAY MODES consist of the particular subset of a game’s total gameplay that is available at any one time in the game, plus the user interface that presents that subset of the gameplay to the player.
8. What are called shell screens ? (CO1, K2)
A pause menu in a game is also a shell menu unless it lets the player take some action that affects the game world (such as making strategic adjustments in a sports game), in which case it is a gameplay mode. Non-interactive sequences such as title screens or credits screens are called shell screens.
9. What are the three stages of the design process ? (CO1, K3)
11. Part A Question & Answer
10. Define Prototyping? (CO1, K2)
A prototype is a simplified, but testable, version of your game. Designers make prototypes to try out game features before they spend the time and money to implement them in the actual game; they also use them for play-testing with their audience to see if the game is enjoyable
11.How to define a game world ? (CO1, K2)
The game world is where your game takes place, and defining it can be an enormous task. If the game world is based on the real world (as in a flight simulator, for example), then you can use photographs and maps of real places in order to create its appearance.
13. What are Designing Levels? (CO1, K1)
Level design is the process of constructing the experience that the game offers directly to the player, using the components provided by the game design: the characters, challenges, actions, game world, core mechanics, and storyline if there is one. These components don’t have to be completely finished for level design to begin, but enough must be in place for a level designer to have something to work with.
14. What Is a Genre? ( CO1, K1)
The primary goal of this technology is to provide directions to users onscreen, overlaid on top of real environments seen through the camera of a device like a smartphone or headset.
12. Part B Questions
12.PART – B Questions
13. Supportive online courses
14. Real Time Applications
GameMaker Studio 2 — no-code 2D & 3D game design tool
GameMaker Studio 2 is another popular no-code game design software that is well-suited for novice game designers, indie developers, and professionals alike. It's excellent as an entry-level game design software, but experienced game designers can also appreciate its capacity for rapid game prototyping.
GameMaker is one of the leading solutions for making 2D games, and a pretty good one for 3D games as well. It provides a full-stack approach to game design, offering tools for programming, sound, logic, level design, and compilation.
�15. Content Beyond Syllabus (CO1, K6)��
16. Assessment Schedule
Tentative schedule for the Assessment During 2024-2025 Odd semester
S. No. | Name of the Assessment | Start Date | End Date | Portion |
1 | Unit Test 1 | | | Unit 1 |
2 | IAT 1 | | | Unit 1 & 2 |
3 | Unit Test 2 | | | Unit 3 |
4 | IAT 2 | | | Unit 3 & 4 |
5 | Revision 1 | | | Unit 5, 1 & 2 |
6 | Revision 2 | | | Unit 3 & 4 |
7 | Model | | | All 5 Units |
17. Text Books & References
TEXT BOOKS:
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REFERENCES:
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18. Mini Project Suggestions
Thank you