BCA604 - GAME DEVELOPMENT USING UNITY 3D

Course Name Code Semester Theory
(hours/week)
Application
(hours/week)
Credit ECTS
GAME DEVELOPMENT USING UNITY 3D BCA604 Any Semester/Year 3 0 3 7.5
Prequisitesnone
Course languageTurkish
Course typeElective 
Mode of DeliveryFace-to-Face 
Learning and teaching strategiesLecture
Discussion
Observation
Drill and Practice
Project Design/Management
 
Instructor (s) 
Course objectiveThe purpose of the course is to introduce students the Unity 3D workspace and typical project workflow. In this course students will also learn how to create the necessary skills and optimize art for game environments. 
Learning outcomes
  1. At the end of this course a student,
  2. ? understand what is game development.
  3. ? use Unity3D workspace and typical project flow.
  4. ? understand the Unity3D concepts.
  5. ? create basic environment using Unity3D.
  6. ? use components on Unity3D game objects.
  7. ? use Unity3D game engine as a tool in creating the game
Course ContentLearn how to create environments & player characters, script interactions, use Prefabs, develop user interfaces, instantiation, rigid bodies, physics, particles systems, game builds and distribution. Exporting 3D models from Autodesk Maya into Unity. 
References? Unity 3D Game Development by Example; Ryan Henson Creighton; Packt Pub. , 2010, ISBN 978-1-849690-54-6
? Unity Game Development Essentials; Will Goldstone; Packt Pub., 2009, ISBN 978-1-847198-18-1
 

Course outline weekly

WeeksTopics
Week 1Unity 3D workspace, Basic Level/Environment, Creating a Unity Project
Week 2Using Terrain Editor,
Week 3Scripting for Unity 3D
Week 4Player Characters
Week 5Interactions: Ray casting, Colliders, Collision Detection
Week 6Prefabs, Collection and HUD Feedback
Week 7Project Meeting
Week 8Instantiation, Rigid Bodies
Week 9Particle Systems
Week 10Exporting a model from Maya into Unity
Week 11Getting Animated Characters to Unity, Animating in Unity
Week 12Menu Design
Week 13Finishing
Week 14Building and Sharing
Week 15
Week 16Final Exam

Assesment methods

Course activitiesNumberPercentage
Attendance1410
Laboratory00
Application00
Field activities00
Specific practical training00
Assignments330
Presentation00
Project120
Seminar00
Midterms00
Final exam140
Total100
Percentage of semester activities contributing grade succes060
Percentage of final exam contributing grade succes040
Total100

WORKLOAD AND ECTS CALCULATION

Activities Number Duration (hour) Total Work Load
Course Duration (x14) 14 3 42
Laboratory 0 0 0
Application000
Specific practical training000
Field activities000
Study Hours Out of Class (Preliminary work, reinforcement, ect)14570
Presentation / Seminar Preparation000
Project12525
Homework assignment31030
Midterms (Study duration)000
Final Exam (Study duration) 12020
Total Workload3363187

Matrix Of The Course Learning Outcomes Versus Program Outcomes

D.9. Key Learning OutcomesContrubition level*
12345
1. Applies contemporary methods, abilities, and tools essential for computer animation and game technologies.    X 
2. Grasps the interdisciplinary interactions inherent to the field.  X  
3. Examines the local or global influence of individuals, organizations, and communities on computer animation and game technologies.  X  
4. Demonstrates comprehension and accountability in matters pertaining to professionalism, ethics, legality, security, and social issues. X   
5. Has the ability to effectively participate in a team created to achieve a common goal.  X  
6. Possesses the ability to effectively participate in a team created to achieve a common goal.  X  
7. Analyzes and defines a problem within their field and identifies appropriate solution processes required for suitable solutions.  X  
8. Demonstrates the ability to apply the computer and mathematical knowledge required by the discipline.  X  
9. Understands and is familiar with the principles and applications of algorithms and techniques in computer graphics and computer animation.  X  
10. Utilizes technologies that capture and manipulate design elements to achieve the final production.  X  
11. Apply principles of biomechanics and physics to animation  X  
12. Uses procedural or interactive mechanisms to create animations.  X  
13. Implements appropriate AI techniques in game development.  X  

*1 Lowest, 2 Low, 3 Average, 4 High, 5 Highest