Week |
Subject |
Related Preparation |
1) |
Advanced Scripting Techniques: Delving deeper into C# scripting in Unity, understanding script communication. |
Review the lecture and prepare. |
2) |
Particle Systems: Creating particle effects. |
Review the lecture and prepare. |
3) |
Advanced Animation and Cinematics: Advanced animation techniques, using Unity’s Timeline and Cinemachine. |
Assignment: Decide on your final project and submit the outline. |
4) |
Complex UI Systems: Building complex user interfaces, UI animations, and screen management. |
Review the lecture and work on your final project |
5) |
Performance Optimization: Techniques for optimizing game performance. |
Review the lecture and work on your final project |
6) |
Mobile Game Development: Specific considerations for mobile platforms, touch input. |
Review the lecture and work on your final project |
7) |
Multiplayer Basics: Introduction to creating multiplayer games, basic networking. |
Assignment: Final project milestone. Submit your final project in its current state. |
8) |
VR and AR Fundamentals in Unity: Basics of VR and AR implementation in Unity. |
Review the lecture and work on your final project |
9) |
Advanced AI and State Machines: Creating more complex AI behaviors, using state machines. |
Review the lecture and work on your final project |
10) |
Shader Programming and Visual Effects: Introduction to shaders and creating visual effects. |
Review the lecture and work on your final project |
11) |
Game Design Principles: Understanding game design principles and applying them in Unity. |
Assignment: Final project milestone. Submit your final project in its current state. |
12) |
Project Planning: How to structure a project and planning |
Review the lecture and work on your final project |
13) |
Project Development: Working on game concepts and student projects |
Review the lecture and work on your final project |
14) |
Project Development: Working on game concepts and student projects |
Complete your final project and submit. |
|
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. |
2 |
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. |
3 |
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. |
2 |
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. |
1 |
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. |
2 |
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. |
2 |
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. |
1 |
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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