BCA606 - CONSOLE GAME DEVELOPMENT

Course Name Code Semester Theory
(hours/week)
Application
(hours/week)
Credit ECTS
CONSOLE GAME DEVELOPMENT BCA606 Any Semester/Year 3 0 3 7.5
PrequisitesComputer Game Design
Course languageTurkish
Course typeElective 
Mode of DeliveryFace-to-Face 
Learning and teaching strategiesLecture
Discussion
Drill and Practice
Project Design/Management
 
Instructor (s) 
Course objectiveThis course will teach you the fundamentals of games console programming. We will focus on 3D games, developed using Microsoft's XNA framework for the Xbox 360.  
Learning outcomes
  1. Following the completion of this course, student will be able to:
  2. ? Demonstrate an understanding of the architecture of 2D / 3D games
  3. ? Design and implement simple 2D / 3D games using XNA
  4. ? Implement basic AI behaviors for non-player characters
  5. ? Design and implement graphical effects in 3D
  6. ? Design and implement game objects
Course ContentStructure of an XNA 4.0 game, The game loop, Game efficiency and optimization, Game content/assets, Game design, Game physics, 2D/3D game implementations,
Simple game AI, 2D and 3D graphics, Vectors, matrices & triangles, Texturing, shading, lighting, 3D model creation, Camera types, Multiplayer games
 
References? XNA 4.0 Game Development by Example, Kurt Jaegers, Packt Publishing; ISBN-13: 978-1849690669
? XNA Game Studio Creator's Guide (Second Edition) by Cawood and McGee
? XNA Game Studio 3.0 Unleashed by Carter
? Learning XNA 4.0: Game Development for the PC, Xbox 360, and Windows 7 Phone by Reed
 

Course outline weekly

WeeksTopics
Week 1Introduction to XNA
Week 2Controlling colors and getting player input
Week 3Displaying Images and Text
Week 4Creating a multi-player game
Week 5Playing Sounds
Week 6Project Planning
Week 7Using Timers and Reading text input
Week 8Playing with images
Week 9Creating and manipulating Game Objects
Week 10Texturing
Week 11Developing a complete game
Week 12Designing games using classes and objects
Week 13Creating Game Components
Week 14Working in 3D
Week 15
Week 16Final Exam

Assesment methods

Course activitiesNumberPercentage
Attendance1410
Laboratory00
Application00
Field activities00
Specific practical training00
Assignments220
Presentation00
Project130
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
Project15050
Homework assignment000
Midterms (Study duration)000
Final Exam (Study duration) 12525
Total Workload3083187

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