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 |
Prequisites | none | |||||
Course language | Turkish | |||||
Course type | Elective | |||||
Mode of Delivery | Face-to-Face | |||||
Learning and teaching strategies | Lecture Discussion Observation Drill and Practice Project Design/Management | |||||
Instructor (s) | ||||||
Course objective | The 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 |
| |||||
Course Content | Learn 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
Weeks | Topics |
---|---|
Week 1 | Unity 3D workspace, Basic Level/Environment, Creating a Unity Project |
Week 2 | Using Terrain Editor, |
Week 3 | Scripting for Unity 3D |
Week 4 | Player Characters |
Week 5 | Interactions: Ray casting, Colliders, Collision Detection |
Week 6 | Prefabs, Collection and HUD Feedback |
Week 7 | Project Meeting |
Week 8 | Instantiation, Rigid Bodies |
Week 9 | Particle Systems |
Week 10 | Exporting a model from Maya into Unity |
Week 11 | Getting Animated Characters to Unity, Animating in Unity |
Week 12 | Menu Design |
Week 13 | Finishing |
Week 14 | Building and Sharing |
Week 15 | |
Week 16 | Final Exam |
Assesment methods
Course activities | Number | Percentage |
---|---|---|
Attendance | 14 | 10 |
Laboratory | 0 | 0 |
Application | 0 | 0 |
Field activities | 0 | 0 |
Specific practical training | 0 | 0 |
Assignments | 3 | 30 |
Presentation | 0 | 0 |
Project | 1 | 20 |
Seminar | 0 | 0 |
Midterms | 0 | 0 |
Final exam | 1 | 40 |
Total | 100 | |
Percentage of semester activities contributing grade succes | 0 | 60 |
Percentage of final exam contributing grade succes | 0 | 40 |
Total | 100 |
WORKLOAD AND ECTS CALCULATION
Activities | Number | Duration (hour) | Total Work Load |
---|---|---|---|
Course Duration (x14) | 14 | 3 | 42 |
Laboratory | 0 | 0 | 0 |
Application | 0 | 0 | 0 |
Specific practical training | 0 | 0 | 0 |
Field activities | 0 | 0 | 0 |
Study Hours Out of Class (Preliminary work, reinforcement, ect) | 14 | 5 | 70 |
Presentation / Seminar Preparation | 0 | 0 | 0 |
Project | 1 | 25 | 25 |
Homework assignment | 3 | 10 | 30 |
Midterms (Study duration) | 0 | 0 | 0 |
Final Exam (Study duration) | 1 | 20 | 20 |
Total Workload | 33 | 63 | 187 |
Matrix Of The Course Learning Outcomes Versus Program Outcomes
D.9. Key Learning Outcomes | Contrubition level* | ||||
---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | |
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