Week |
Subject |
Related Preparation |
1) |
Unity Interface and Environment Setup: Getting familiar with Unity’s interface, setting up a project. |
Install Unity |
2) |
Scenes and GameObjects: Understanding scenes, creating and manipulating GameObjects. |
Apply the lecture concepts in Unity environment. |
3) |
Components and Prefabs: Introduction to components, creating and using prefabs. |
Apply the lecture concepts in Unity environment. |
4) |
2D Asset Management: Importing sprites into Unity. Introduction to tilemaps and sprite sheet management. |
Apply the lecture concepts in Unity environment. |
5) |
3D Asset Management: Importing models into Unity. Basics of meshes and handling materials |
Apply the lecture concepts in Unity environment. |
6) |
Basic Scripting in Unity: Introduction to scripting in Unity with C#, connecting scripts with GameObjects. |
Assignment: Create a simple 2D or 3D game with a single game mechanic. |
7) |
Physics and Collisions: Basics of Unity’s physics engine, colliders, and rigidbodies. |
Assignment: Add physics interactions to your Unity game |
8) |
Basic Animation: Creating simple animations and understanding the Animator component. |
Apply the lecture concepts in Unity environment. |
9) |
User Interface (UI) Basics: Designing basic UI elements and connecting UI to game logic. |
Assignment: Add UI to your Unity game. |
10) |
Audio in Unity: Adding and controlling audio, understanding audio sources and listeners. |
Assignment: Add audio elements to your Unity game |
11) |
Building and Deploying: Building a game for different platforms, basic deployment strategies. |
Assignment: Create and submit a build of your game |
12) |
Basic AI and Pathfinding: Introduction to AI in Unity, using NavMesh for basic pathfinding. |
Apply the lecture concepts in Unity environment. |
13) |
Project Development: Review of concepts and work on student projects |
Work on your Unity project |
14) |
Project Development: Review of concepts and work on student projects |
Complete your Unity project and submit |
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Program Outcomes |
Level of Contribution |
1) |
Being able to write creatively, imagine, and produce original and inspired fictional scenarios, places, and universes. Being able to produce 2D and 3D visual designs and impressive auditory compositions. Being able to plan all these artistic practices around certain goals and with a focus on design. Being able to design the videogame design process itself. |
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2) |
Being able to think and produce creative content based on mathematical data. Being able to parametrically design. Being able to quantify art and design practices, such as creative writing, graphical, illustrative, spatial, and character design. Being able to ideate qualitatively and subjectively through quantitative and objective approaches. |
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3) |
Being able to work on projects by incorporating various fields of expertise and the content that originates from these fields. Being able to work as part of a team while embracing different ideas and skills. Being able to produce comprehensive and total videogame concepts. Being able to edit, exhibit, present, and defend works in portfolio and presentation formats. |
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4) |
Achieving critical thinking literacy on videogame history and theory. Being able to think through and produce academic texts about the philosophical, anthropological, political, and social manifestations of games. Being vigilant about the contemporary problematics of videogame epistemology. Displaying professionalism in accepting criticism. |
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5) |
Being informed about the historical accumulation and contemporary productions of the videogame culture and other cultural playgrounds from which videogame culture draws. Being able to tackle, process, and position both aesthetic and technical production and thinking methods as cultural activities. |
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6) |
Being knowledgeable about the past, aware of the present, and foresighted about the future potentials of the social and economic realities of videogames. Being able to handle professional relations, create correspondence, and manage production plans. Being a generalist, while also specializing in one or more areas of expertise. |
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7) |
Being able to research, filter data, and synthesize both within and outside videogame epistemology at every stage of production. Being able to conduct interdisciplinary research. Being able to create original ideas by remixing content from various sources. Learning to learn. |
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8) |
Understanding, learning, and using professional content authoring tools and technologies. Being able to design workflows in service of various production requirements. Being able to use technologies within the workflow besides the usual and intended purposes, and researching, discovering, and putting to use technologies for new purposes. |
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