Guía Docente 2019-20
MOTORES DE JUEGOS

BASIC DETAILS:

Subject: MOTORES DE JUEGOS
Id.: 31373
Programme: GRADUADO EN DISEÑO Y DESARROLLO DE VIDEOJUEGOS. 2013 (BOE 28/03/2014)
Module: PROGRAMACIÓN DE VIDEOJUEGOS
Subject type: OBLIGATORIA
Year: 3 Teaching period: Primer Cuatrimestre
Credits: 6 Total hours: 150
Classroom activities: 63 Individual study: 87
Main teaching language: Inglés Secondary teaching language: Castellano
Lecturer: IGLESIAS SORIA, ANTONIO (T) Email: aiglesias@usj.es

PRESENTATION:

This is an introduction to videogame engines. Students will learn how to use, design and implement an engine to develop videogames. They will investigate the purpose of game engines and explore their main components. Current state-of- the-art engines will be taken as a starting point to discuss about design and architecture. With the knowledge acquired students will design and implement their own simple game engine and learn how to extend any engine behaviour. Learning how to use new game engines and  different development approaches will prove easier after the process is completed. 

PROFESSIONAL COMPETENCES ACQUIRED IN THE SUBJECT:

General programme competences G01 Ability to use learning strategies independently for use in the continuous improvement of professional practice.
G07 Ability to handle different complex knowledge models through a process of abstraction and its application to approach and solve problems.
Specific programme competences E03 Ability to develop the use and programming of computers, operating systems, databases and software and their application in the development of video games.
E05 Ability to program applications both correctly, and efficiently, choosing the most appropriate paradigm and programming languages, applying knowledge of basic algorithmic procedures and using the types and structures of the most appropriate data.
E12 Ability to understand and analyse the structure, organisation, function and interconnection of the devices and systems in video game platforms.
E32 Ability to evaluate, use and spread game engines.
Learning outcomes R01 Explain the operation and architecture of a game engine.
R02 Build simple game engines.
R03 Assess the basic features of a game engine.
R04 Expand or modify existing game engines.
R05 Use game engines to create video games.

PRE-REQUISITES:

It is recommended to have studied all subjects in previous semesters. Basic knowledge will be required in fields like design, programming, object oriented programming, UML, version control, Unity...

SUBJECT PROGRAMME:

Subject contents:

1 - Game Engines 101
    1.1 - What?
    1.2 - When?
    1.3 - Where?
    1.4 - Who?
    1.5 - Why?
    1.6 - How?
    1.7 - Pros and Cons
2 - Internals
    2.1 - Features
    2.2 - Architecture
    2.3 - Design
    2.4 - Implementation
    2.5 - Performance
    2.6 - Wrappers
    2.7 - Tools
    2.8 - Extensions
3 - Building Game Engines
    3.1 - Purpose
    3.2 - Libraries
    3.3 - Platforms
    3.4 - Designing
    3.5 - Implementing
    3.6 - Tools
4 - Using External Engines
    4.1 - Best fit
    4.2 - Learning
    4.3 - Prototyping
    4.4 - Test capabilities
    4.5 - Plan and development
    4.6 - Unreal Engine

Subject planning could be modified due unforeseen circumstances (group performance, availability of resources, changes to academic calendar etc.) and should not, therefore, be considered to be definitive.


TEACHING AND LEARNING METHODOLOGIES AND ACTIVITIES:

Teaching and learning methodologies and activities applied:

Student work load:

Teaching mode Teaching methods Estimated hours
Classroom activities
Master classes 15
Practical exercises 15
Workshops 12
Laboratory practice 16
Assessment activities 5
Individual study
Tutorials 9
Individual study 22
Individual coursework preparation 22
Project work 20
Research work 4
Compulsory reading 5
Recommended reading 5
Total hours: 150

ASSESSMENT SCHEME:

Calculation of final mark:

Written tests: 20 %
Individual coursework: 25 %
Group coursework: 25 %
Final exam: 20 %
Involvement: 10 %
TOTAL 100 %

*Las observaciones específicas sobre el sistema de evaluación serán comunicadas por escrito a los alumnos al inicio de la materia.

BIBLIOGRAPHY AND DOCUMENTATION:

Basic bibliography:

JASON, Gregory. Game Engine Architecture. CRC Press, 2009
THORN, Alan. Game Engine Design And Implementation. Jones and Bartlett, 2010

Recommended bibliography:

BROOKS, Frederick P. The Mythical Man-Month: Essays on Software Engineering. Addison WesleyProfessional, 1995
HUNT, Andrew. The Pragmatic Programmer: From Journeyman to Master. Addison-Wesley Professional, 1999
GAMMA, HELM, JOHNSON, VLISSIDES, BOOCH. Design Patterns: Elements of Reusable Object-Oriented Software. Addison-Wesley Professional, 1994
BOURG, BYWALEC. Physics for Game Developers: Science, math, and code for realistic effects. O'Reilly Media, 2013

Recommended websites:

Gamasutra http://gamasutra.com/
GameDev http://www.gamedev.net/
Unity https://unity3d.com
Unreal Engine https://www.unrealengine.com