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Veranstaltungsbeschreibung

113520a Theory of Game Development

Zuletzt geändert:14.03.2024 / Radicke
EDV-Nr:113520a
Studiengänge: Medieninformatik (Bachelor, 7 Semester), Prüfungsleistung im Modul Theory of Game Development in Semester 3 4 6 7
Häufigkeit: nur WS
Studienübergreifendes Angebot - Minors, Prüfungsleistung im Modul Theory of Game Development in Semester 1
Häufigkeit: unregelmäßig
Studienübergreifendes Angebot - Minors, Prüfungsleistung im Modul Theory of Game Development in Semester 1
Häufigkeit: S24; W24/25; S25
Dozent:
Link zur Veranstaltung / zum E-Learning-Kurs:
Sprache: Englisch
Art: V
Umfang: 4 SWS
ECTS-Punkte: 6
Inhaltliche Verbindung zu anderen Lehrveranstaltungen im Modul: It is recommended to attend this course before or alongside with any of the following ones:
  • Game-Praktikum / Advanced Game Development / Practical Game Development
  • Game Engine Programming
  • Gameplay Programming
Prüfungsform:
Bemerkung zur Veranstaltung: Unterrichtssprache Englisch Teilnehmerbeschränkung
Beschreibung:
  • Video Game Genres
  • History of Video Games
  • Developer and Publisher
  • Games Business
  • Youth Protection
  • Hardware Components
  • Human Interface Devices
  • Game Engines (2 week workshop)
  • Virtual Reality
  • Rendering
  • Resource Management
  • Animation
  • Sound
English Title: Theory of Game Development
English Abstract: The lecture gives a comprehensive overview about game development and requires little prior knowledge. The students get the opportunity to present the results of various group work activities over the course of the semester.

Learning goals:

  • See games through the eyes of a professional game developer.
  • Ability to analyse video games from different points of view.
  • Understanding of the hard- and software used to develop video games.
  • Overview of the various career options in the games industry.
  • Fundamental knowledge for advanced courses.

Teaching and Learning Agreement

The form of examination is KMP (cumulative multidimensional exam) and there are a total of 100 points achievable throughout the semester. The grading points are distributed between group work and individual work as follows:
Group Work: 30 points
  • Every student is required to participate in at least 6 group work sessions.
  • A maximum of 5 points are achievable for each session, depending on the quality of the work and the concluding discussion.
  • If a student participates in more sessions, the best scores are considered for the grading, respectively.
Individual Work: 70 points
Every student is required to make 3 individual submissions throughout the semester.
  • An analysis paper of 5-10 pages in PDF format for up to 20 points.
  • A 12-15 minute long video presentation for up to 20 points.
  • A scientific seminar paper of 10-15 pages in PDF format for up to 30 points.
Further details, including dates, deadlines, detailed submission instructions, and so on, are specified in the cloud directory of the lecture. The URL and password can be found in the lecture material and below on this page.
Literatur: Jason Gregory, Game Engine Architecture, 3rd Edition, CRC Press, 2018, ISBN 978-1138035454

Mike McShaffry, David Graham, Game Coding Complete, 4th Edition, Cengage Learning Emea, 2012, ISBN 978-1133776574

Ron White, How Computers Work, 10th Edition, Que, 2014, ISBN 978-0789749840

Jesse Schell, The Art of Game Design: A Book of Lenses, 3rd Edition, Taylor & Francis, 2019, ISBN 978-1138632059

Scott Rogers, Level Up! The Guide to Great Video Game Design, 2nd Edition, Wiley, 2014, ISBN 978-1118877166

Weitere Literatur finden Sie in der HdM-Bibliothek.