M.Sc. Game Technology – 2016-17 onwards – CPP/COP Annexure No.55F Page 1 of 30 SCAA Dt.10.06.2016 BHARATHIAR UNIVERSITY, COIMBATORE – 641 046 M.Sc. Game Technology (For the CPP/COP candidates admitted from the academic year 2016-2017 onwards) SCHEME OF EXAMINATION-CBCS PATTERN Part Course title Inst hrs / week Examination Credit Dur. CIA Uni. Exam Total Semester 1 III Introduction to Programming 5 3 25 75 100 4 III Multimedia Fundamentals 5 3 25 75 100 4 III Visual Presentation 5 3 25 75 100 4 III Introduction to Graphics 5 3 20 55 75 3 III Information Architecture 4 3 20 55 75 3 III Introduction to Programming - Lab 3 3 40 60 100 4 III Elective 1 3 3 25 75 100 4 Semester 2 III Vector Animation Technique 5 3 25 75 100 4 III Introduction to Web Technology 5 3 25 75 100 4 III Introduction to Digital Audio 6 3 20 55 75 3 III Game Development Process 5 3 20 55 75 3 III 2D Animation - Lab 3 3 40 60 100 4 III User Interface Design - Lab 3 3 40 60 100 4 III Elective 2 3 3 25 75 100 4 Semester 3 III Research Methodology 4 3 20 55 75 3 III Real Time 3D Design 6 3 25 75 100 4 III Mobile Technology 6 3 20 55 75 3 III Experience Design for New Media 6 3 25 75 100 4 III Mobile Technology - Lab 4 3 40 60 100 4 III Elective 3 4 3 25 75 100 4 Semester 4 III Game Engine - Lab 5 3 40 60 100 4 III Internship* - - - - 100 4 III Project Study* - - - - 100 4 III Elective 4 3 3 25 75 100 4 Total 2250 90 * Project/Internship: For Report 80% Marks & Viva-Voce 20% Marks
This document is posted to help you gain knowledge. Please leave a comment to let me know what you think about it! Share it to your friends and learn new things together.
Transcript
M.Sc. Game Technology – 2016-17 onwards – CPP/COP Annexure No.55F
Page 1 of 30 SCAA Dt.10.06.2016
BHARATHIAR UNIVERSITY, COIMBATORE – 641 046 M.Sc. Game Technology
(For the CPP/COP candidates admitted from the academic year 2016-2017 onwards)
SCHEME OF EXAMINATION-CBCS PATTERN
Par
t
Course title
Inst
hrs /
week
Examination
Cre
dit
Dur. CIA
Uni.
Exam Total
Semester 1
III Introduction to Programming 5 3 25 75 100 4
III Multimedia Fundamentals 5 3 25 75 100 4
III Visual Presentation 5 3 25 75 100 4
III Introduction to Graphics 5 3 20 55 75 3
III Information Architecture 4 3 20 55 75 3
III Introduction to Programming - Lab 3 3 40 60 100 4
III Elective 1 3 3 25 75 100 4
Semester 2
III Vector Animation Technique 5 3 25 75 100 4
III Introduction to Web Technology 5 3 25 75 100 4
III Introduction to Digital Audio 6 3 20 55 75 3
III Game Development Process 5 3 20 55 75 3
III 2D Animation - Lab 3 3 40 60 100 4
III User Interface Design - Lab 3 3 40 60 100 4
III Elective 2 3 3 25 75 100 4
Semester 3
III Research Methodology 4 3 20 55 75 3
III Real Time 3D Design 6 3 25 75 100 4
III Mobile Technology 6 3 20 55 75 3
III Experience Design for New Media 6 3 25 75 100 4
III Mobile Technology - Lab 4 3 40 60 100 4
III Elective 3 4 3 25 75 100 4
Semester 4
III Game Engine - Lab 5 3 40 60 100 4
III Internship* - - - - 100 4
III Project Study* - - - - 100 4
III Elective 4 3 3 25 75 100 4
Total 2250 90
* Project/Internship: For Report 80% Marks & Viva-Voce 20% Marks
M.Sc. Game Technology – 2016-17 onwards – CPP/COP Annexure No.55F
Page 2 of 30 SCAA Dt.10.06.2016
List of Electives:
Group A
Game Design:
Game Design
Game Art & Graphics
Game Level Design
Game Creation
Group B
Game Programming:
Software Program Management
Science for Gaming
Graphics Programming
AI for Games
Group C
User Interface:
Web Layout Design
Front-End Development
Responsive Web Design
Web Programming
M.Sc. Game Technology – 2016-17 onwards – CPP/COP Annexure No.55F
Page 3 of 30 SCAA Dt.10.06.2016
SEMESTER - I
INTRODUCTION TO PROGRAMMING
Unit-1
Introduction to Game engines - Interface layouts - Camera 2d settings – Assets - Creating 2D levels – Scenes – Asset Store - Working with sprites - Working with Canvas – Menu - HUD - Working with prefabs - 2d Physics - Particle systems – Working with sprite animations
Unit-2 Camera 3D settings - Terrain tools – FPS - TPS - Working with Game objects - Primitive objects - Materials (Shaders) - Working with Lights - 3D Physics – Colliders – Rigid Body Particle systems – Character Animations - Importing Model
Unit-3 C# programming for 2D and 3D – Programming fundamentals - OOPs concepts – Class - Objects – Method / Operator overloading and overriding – Interfaces – Encapsulation – Inheritance – Polymorphism – Abstract Class/Methods – Generics and collections – Events and Delegates – Lamdas - Linq
Unit-5 Unity API references – Basic transformation – Translate – Rotate – Scale – Game Objects and Game Components - Co-routines – Physics 2D & 3D – Input handling – Keyboard – Mouse – Game Pad – Touch Events – Working with Audio – Working with Animations – Ray Casting - Working with colliders
REFERENCES:
Andrew Rollings, Dave Morris, Game Architecture and Design: A New Edition, New
Riders Publishing, 2004
Adam Watkins, Creating Games with Unity and Maya: How to Develop Fun and
Marketable 3D Games, Focal Press, First edition, 2011
Lisa Danae Dayley and Brad Dayley. Adobe Photoshop CS5 Bible, 2010
Adobe Creative Team. Adobe Photoshop CS5 classroom in a book, Adobe Press, 1st
edition, 2010
Scott Kelby .The Adobe Photoshop CS5 Book for Digital Photographers, 1st edition,
2010
Adobe Creative Team. Adobe Illustrator CS5 Classroom in a Book, Adobe Press, 1st
edition, 2010
M.Sc. Game Technology – 2016-17 onwards – CPP/COP Annexure No.55F
Page 7 of 30 SCAA Dt.10.06.2016
INFORMATION ARCHITECTURE
Unit-1 Information Architecture - finding information architecture - Why information architecture is important - create a good information architecture – Information Architecture in a Project - Information architecture deliverables - Agile IA - Who does Information Architecture - Roles - Skills - Information architecture for things other than websites - technology opportunities and constraints
Unit-2 Learning about Users - learning about people- Collecting information about people - user research methods - Analyzing user research - the purpose of analysis - Methods of analysis - Communicating about users - Communication methods - - How people look for information - Finding known items - exploring- Refining and narrowing -Comparing - Discovering unknown things - Refinding - How people think about categories - Basic level categories
Unit-3 Understanding Content - The content you have - taking an inventory - the content needed - Current behaviour- Content brainstorm - Competitor analysis - communicating about content - Content inventory - Information needs diagrams - Liaising with content authors - content planning - Defining detailed content - Structured or unstructured content - Setting content priorities - Working with authors to prioritise web content - classification schemes - types of classification schemes - Choosing a classification scheme Unit-4 Designing an Information Architecture - Information Architecture Patterns - Simple patterns - metadata - Combined patterns - Labels and languages - What labels do - Characteristics of good labels - Where to get ideas for labels - expect changes - How to create Information Architecture - what do you need to create - Testing Information Architecture - What to learn - when to test - Preparing for testing - testing methods - tree testing with Windows explorer - Communicating Information Architecture - Sitemaps - Cross links - maintaining the sitemap - What else to include - Communicating IA effectively Unit-5 Designing Navigation - Navigation core - types of navigation - Navigation extras - Breadcrumbs - Tag clouds - indexes - Designing navigation - the content page - the home page - Testing navigation - What you want to learn - When to test - Preparation - Communicating navigation - detail to include - types of wireframes - Prototypes - Communication - tools and templates
REFERENCES:
Donna Spencer, Derek Featherstone, A Practical Guide to Information Architecture,
Five Simple Steps Ltd, 2010
Peter Morville & Louis Rosenfeld, Information Architecture for the World Wide
Louis Rosenfeld, Peter Morville, Jorge Arango, Information Architecture for the
Web and Beyond , O'Reilly Media, 4th Edition, 2015
Debra Shepard, The Information Architecture Handbook - Everything You Need to
Know about Information Architecture, Emereo Publishing, 2016
M.Sc. Game Technology – 2016-17 onwards – CPP/COP Annexure No.55F
Page 8 of 30 SCAA Dt.10.06.2016
INTRODUCTION TO PROGRAMMING - LAB
1. 2.
3.
4.
Find the reverse of Given Number(Ex: 12345 becomes 54321) Find the number of letters in the given string.
Find whether given number is palindrome or not.(Ex : 34543)
Write a program to print the following by reading number of rows to be printed
from the user
*
***
*****
*******
5. Create a Structure called employee with the following details as variables within it
a. Name of the employee
b. Age
c. Designation
d. Salary e. Write a program to create array of objects for the structure to access these
and print the name, age, designation and salary
6. Write a C++ program to find the number of vowels present in the given character
array using pointer arithmetic.
M.Sc. Game Technology – 2016-17 onwards – CPP/COP Annexure No.55F
Page 9 of 30 SCAA Dt.10.06.2016
SEMESTER - II
VECTOR ANIMATION TECHNIQUES
Unit-1
Introduction to Animation - types of animation - traditional animation - stop motion
animation - computer animation - the traditional process - principles of animation : stretch
and squash - timing and motion - anticipation - staging - follow through and overlapping
action - straight ahead action and pose to pose action - slow in and out - arcs - exaggeration
- secondary action - appeal - solid drawing
Unit-2 Flash animation concepts: the timeline - symbols - tweening is only a tool - shape tweening
- motion tweening - easing in and out - hinging symbols - script writing: importance of script
- writing begins with an idea - conflict - anatomy of screenplay - scenes - slugline -
action - dialogue
Unit-3 Storyboard - creating a story board - basic camera shots - the extreme long shot - the long
shot - the mid long shot - the close up shot - the extreme close up - other useful camera shot -
cutaway shot - cut in shot - over the shoulder - point of view shot - noddy shot - camera
moves - zoom in/zoom out - truck in/truck out - camera transitions - the cut - fade in/fade
out - dissolve - blur, pan or zip pan
Unit-4 Audio - creating and importing audio into Flash - sound recording tips - consider your
sources - importing audio elements and managing audio files - editing audio in Flash - using
outside software - preparing the timeline for Audio - lip synching - basic cartoon phonetics
and vocalization - the vowels - consonant sounds - making words - Anime dialogue
Unit-5 Animation process- ball animation - animating the shadow - preparing the character for
animation - dissecting the body parts into separate symbols - creating symbols - set pivot
points - rigging - distribute to layers - creating the walk cycle - simple four leg walk
animation - turn around animation - creating scenes for an animated story - special effects:
special effects in Flash - flame effect - fire effect - simple water streams - rain
REFERENCES:
Bill Davis, Creating 2D animation in a small studio , GGC Publishing , 2006
Sandro Corsaro and Clifford J. Parrott, Hollywood 2D Digital Animation: The
New Flash Production Revolution ,Course Technology PTR; 1 edition , 2004
Tony White, Animation from Pencils to Pixels: Classical Techniques for the
Digital Animator , Focal Press; 1 edition, 2006
Steve Roberts, Character Animation: 2D Skills for Better 3D,Focal Press;
Second edition, 2007
Hedley Griffin, The Animator's Guide to 2D Computer Animation, Focal
Press,2000
M.Sc. Game Technology – 2016-17 onwards – CPP/COP Annexure No.55F
Page 10 of 30 SCAA Dt.10.06.2016
INTRODUCTION TO WEB TECHNOLOGY
Unit-1
Web Standards: Web Standards - Overview - History - Standardization Process- standards publications and Bodies - Non - Standard and vendor Proprietary pressures - Web
Standards, Web standard comparison - Introduction: Introduction to Elements - Basic Tags -
Text - Formatting - Attributes - Font - Text Links - Comments - Lists - Tables - BG Color -
Color Codes - Color Chart - Background - Web Forms: Forms - Input - Text Fields -
Password - Reset - Submit - Checkboxes - Radio - Select - Hidden Fields - Text Areas
Unit-2 Special Tags: Body - Music Codes - Video Codes - Meta - Style - Div - Layouts -
Image Gallery - Web Programming : Introduction to Web Programming - Popup boxes - Data
type conversion - Functions in Web Programming - Validation Using Web Programming -
Working with Arrays - Events in Web Programming - Image Swaps Graphical Navigational
Bar - Rollovers - Pre Caching - Changing Buttons - Interactive Image Maps
Unit-4 Web Programming document object model - Event handling - Window object - Document
object - Browser object - Form object - Navigator object - Screen object - Built in object -
User defined object - Cookies - Anchor tables - links - check and radio button - Hyper link -
Check box list, radio button list - Dropdown list - List box - Data grid - Request and response
object - Web Programming Links to Manipulate the Layer Object (hide and show content,
positioning) - Constructor Custom Objects
Unit-5 Introducing Markup Language - Discovering new features in Markup Language -The benefit of creating Markup Language games - Getting Started with DOM - Based Game
Development - Setting up the Development Environment - Markup Language and Web
Programming essentials - Video - Video/DOM - Audio - Drag and Drop - Canvas - SVG -
Canvas vs. SVG - Geolocation - Form Elements - Form Attributes - Web Storage - App
Cache - Web Workers - The benefit of creating Markup applications REFERENCES:
Eric T Freeman, Elisabeth Freeman, Elisabeth Robson, Head First HTML with CSS
& XHTML, O'Reilly Media; First Edition, 2005
Elizabeth Castro , HTML, XHTML, and CSS, Peachpit Press; 6 edition . 2006
Wendy Willard, HTML A Beginner's Guide, McGraw-Hill Osborne Media; 4 Edition,
2009
M.Sc. Game Technology – 2016-17 onwards – CPP/COP Annexure No.55F
Page 11 of 30 SCAA Dt.10.06.2016
Eric A. Meyer, CSS: The Definitive Guide, O'Reilly Media; Third Edition , 2006
David Sawyer McFarland, CSS3: The Missing Manual (Missing Manuals), O'Reilly
Media; Third Edition, 2013
INTRODUCTION TO DIGITAL AUDIO
Unit-1 Tools of the Trade - Computers - Interfaces - Software - Sequencers - Multi-track Systems -
Unit-5 Introduction to Realtime Audio - Hostory of game audio - melody - folly - Positioning
audio - mono and stereo clips - game audio as stereo - mixers in game - direct sound and
other sound middleware's - sample audio direction REFERENCES:
Aron Marks, The Complete Guide To Game Audio, CMP Media LLC, First Edition,
2001
Robert Harley, The Complete Guide to High-End Audio, Acapella Publishing, 4th
edition . 2006
Mason McCuskey , Beginning Game Audio Programming, Premier Press; First
Edition, 2003
Ken C. Pohlmann, Principles of Digital Audio, Sixth edition, McGraw-Hill, 2010
M.Sc. Game Technology – 2016-17 onwards – CPP/COP Annexure No.55F
Page 12 of 30 SCAA Dt.10.06.2016
GAME DEVELOPMENT PROCESS
Unit-1 Introduction - Game Business - Random Statistics - Hit-Driven Entertainment Business - Game Companies - Structure - Timeline - Growth in online - Groeth in mobile - Shape of
Unit-2 Business Models - Money from game sales - Internet games- Initial game - Monthly fee-
Console developers - Proprietary media delivery - money on consoles - Charge fee for each
game sold - Tool developers- engines - middleware - Contract services - Motion capture - art
- cut-scenes - audio
Unit-3 Developing Your Idea- The Player's Perspective - Gathering the Team - Creating a
Production Schedule- Beginning Construction: During Production- Testing and Acquiring
Feedback - Remodeling and Closing: Ending Production - The game producer - Tasking-
Scheduling- Meetings- Communication - Be visible - Be reachable - Everyone is unique
Create efficiency - What NOT to do as a Producer - Don't create unnecessary work - Don't
be afraid to ask questions - Don't forget to follow-up
Unit-4 The Game design document - Game Concept Document - Game Design Document - Game
Foundations - Game Features - The Essence of the Gameplay - Characters - Gameplay
Elements - AI needs - User Interface - Navigational Chart - Functional Requirements -
Objects of the User Interface - Graphics and Video - Graphics and Animations - Animated
Insertions - Sounds and Music - General Description- Sound Effects - Music- Plot - Level
Description
Unit-5 Technical Design Document - UML diagrams - business process diagrams - data model
specifications- Game process flow diagrams - Games IA - data types/structures required -
specific algorithms that a component employs- State charts - Game Physics handling - Game
AI handling - Statistics - Game performance and technology relations - Game Architecture
Diagram REFERENCE:
Erik Bethke, Game Development and Production, Wordware publishing, 1st edition,
2003
Andrew Rollings, Dave Morris, Game Architecture and Design - A New Edition,
New riders, 1st edition, 2003
Andrew Rollings, Ernest Adams, Andrew Rollings and Ernest Adams On Game
Design, New riders, 1st edition, 2003
J.Raessens and J.Goldstein, Handbook of Computer Game studies, The MIT Press,
2005
A.Sears and J.A.Jacko, The Human-Computer Interaction Handbook, 3rd Edition,
CRC Press, 2012
David Lightbown , Designing the User Experience of Game Development Tools,
CRC Press, 2015
M.Sc. Game Technology – 2016-17 onwards – CPP/COP Annexure No.55F
Page 13 of 30 SCAA Dt.10.06.2016
2D ANIMATION - LAB
1. Create an appealing two leg walk cycle for a boy cartoon character
2. Create an appropriate background for the character to live in
3. Create a prototype UI for a mobile application with all necessary and required
animation
4. Create a prototype UI for a Game application with all necessary and required
animation and audio
USER INTERFACE DESIGN - LAB
1.
2.
3.
4.
5.
Enhance the color in the given photograph
Crop the given photographs appropriately. Adjust the color if required
Correct the brightness and contrast in the given photograph
Restore and retouch the given photographs
Create a photo montage for the following themes - Cultures of India, Obey Traffic
rules, Bio Diversity
M.Sc. Game Technology – 2016-17 onwards – CPP/COP Annexure No.55F
Page 14 of 30 SCAA Dt.10.06.2016
SEMESTER - III
RESEARCH METHODOLOGY
Unit-1
Introduction to Research - Meaning of Research - Objectives of Research - Characteristics
of research - Types of Research - Research Approaches - Significance of Research -
Research process - criteria of good Research - Research methods Vs Methodology -
research and scientific methods - how research is done
Unit-2 Reviewing the literature - search for existing literature - review the literature selected -
develop a theoretical framework - develop a conceptual framework - Research Problem -
Selecting the Problem - Defining the Problem - Research Design - Variables - definition of
variables - difference between a constant and variable - types of variable
Unit-3 Hypothesis- definition of a hypothesis - functions of hypothesis - Characteristics of hypothesis - types of hypothesis - Sampling Design - Implications of Sampling Design -
Steps in Sampling Design - Criteria of selecting a sampling procedure - Types of Sampling
Design -
Unit-4 Methods of Data collection - Collection of Primary Data - Observation Method, Interview
Method , Questionnaires Method , Other methods of data collection - Collection of
secondary data - selection of Appropriate Method for data collection - Processing and
Analysis of Data - Processing Operations - Elements and types of analysis - statistics in
research
Unit-5 Interpretation and Report Writing - Meaning of Interpretation , Technique of Interpretation -
significance of Report Writing - Different steps in writing report - layout of the research
report - types of research report - Evaluation - intervention - development - evaluation
process , types of evaluation from a focus perspective. Criticism in Games - Keeping track of
trends - forming opinions - presenting discussions - computer ethics - player game
interactions REFERENCES:
Richard Rickitt and Ray Harryhausen, "Special Effects - The History and
Technique, Billboard Books", Second edition, 2007
Colin Dempsey, "The Ultimate Encyclopaedia of Mythical Creatures, Barnes and
Noble Books", 2006
Steve Katz , "Film Directing Shot by Shot", Michael Wiese, 2004
Block et al. Managing in the Media, Focal Press, 2001
M.Sc. Game Technology – 2016-17 onwards – CPP/COP Annexure No.55F
Page 15 of 30 SCAA Dt.10.06.2016
REAL TIME 3D DESIGN
Unit-1
Introduction to user interface - working in 3D - views -the maya workspace - creating
manipulating and moving objects - perspective and orthographic windows - creating curves -
editing curves - attaching and detaching curves - inserting knots - reverse curve direction -
- adding points to a curve - using curve editing tool
The Maya, Seventh Edition (Ancient Peoples and Places) by Michael D. Coe,
Thames and Hudson; 7 edition, 2005
M.Sc. Game Technology – 2016-17 onwards – CPP/COP Annexure No.55F
Page 16 of 30 SCAA Dt.10.06.2016
MOBILE TECHNOLOGY
Unit-1
Introduction to Java Programming - OOPs Concepts in Java: Class and Objects - Data Abstraction and Encapsulation - Inheritance - Polymorphism - Dynamic Binding - Message Passing - Tokens Of Java: Keywords -Identifiers - Operators - Character set - Separators - Data Types - Control Statements - Conditional Statements - Math and String Class - Java Classes and Objects - Constructors
Unit-2 Arrays: Types of Arrays - Operation with arrays - Type Casting and Wrapper classes - Method Overloading and Overriding - Abstract and Final classes - Introduction to Collections and Generic Classes - Array List - Stack - Vectors - Enumerations - Date - Thread Management - Main Thread - Creating a Thread - Multithreading - Inter Thread Communication - Synchronization - Join - Yield - Introduction to Interfaces - Virtual Method - Introduction to Exception Handling - Types of Exceptions - Windows Applications - AWT Components - Introduction to Swing
Unit-3 Introduction: Overview of open source - License Issues - MPL - GPL - LGPL etc., -
Contrasting and comparing open source vs. traditional development methodologies - Mobile
Application Development Overview - Mobile Devices Profiles - Mobile Software - Options
for development - Targeting Android : The Big Picture - Introducing Android - Stacking up
Android - Booting Android Development - An Android application - Development
Environment - The Android SDK - Building an Android application in Eclipse - The Android
Emulator - Debugging
Unit-4 User interfaces - Activity Life Cycle - Creating the Activity - An Overview of User interfaces
- Selection Widgets - Date and Time Tabs - Using Menus - Using Fonts - The Web View and
the Web Kit Browser - Dialog Boxes: Alert Dialog & Toast - Using resources - Intents and
services - Working with Intent classes - Listening in with broadcast receivers - Building a
Service - Performing Inter Process Communication - Storing and retrieving data - Using
preferences - Using the File System - Persisting data to a database - Working with Content
Provider classes
Unit-5 Multiple Activities-Threads-Messages Between Threads- Handlers -Services -App Widgets-
Alerts-User Interface Layout -Resource Directories and General Attributes -Text
Manipulation-Other Widgets- User Interface Events-Event Handlers and Event Listeners -
Advanced User Interface Libraries- Implementing Game Play Components - Introduction to
iOS - Porting games in iOS REFERENCES:
J. F. DiMarzio, Practical Android 4 Games Development, Apress, 1st Edition, 2011
Vladimir Silva, Pro Android Games, Apress; 2nd Edition, 2012
James Steele, Nelson To, The Android Developer’s Cookbook, Addison-Wesley
Professional, 1st Edition , 2010
Jayme Schroeder, And Engine for Android Game Development Cookbook, Packt
Publishing, 2013
Mark L. Murphy, Beginning Android 2, Apress, 1st Edition, 2010
M.Sc. Game Technology – 2016-17 onwards – CPP/COP Annexure No.55F
Les Pardew, Game Art for Teens, Premier Press, 1st Edition, 2004
Ari Feldman, Designing Arcade Computer Game Graphics, Wordware Publishing,
2001
Luke Ahearn. 3D Game Textures Create Professional Game Art Using Photoshop
Focal Press , Second Edition, 2009
Chris Solarski, Drawing Basics and Video Game Art: Classic to Cutting-Edge Art
Techniques for Winning Video Game Design, WatsonGil Publications, 2012
M.Sc. Game Technology – 2016-17 onwards – CPP/COP Annexure No.55F
Page 21 of 30 SCAA Dt.10.06.2016
SEMESTER III PAPER-3: GAME LEVEL DESIGN
Unit-1 Level design Theory - Planning Game environments and Level designs- Level design editors - Ideation for level design- by using Books, Architecture, Photography - Purpose and Feature
of the level - Location and Environment setting - References for a level - Level design based
on the Story - Objectives and Obstacles - layout design .
Unit-2 Top down layout - Focal points - Visual development - Level creation list - Preproduction
Blueprint for a Level. Level design Work flow - Ideation - Visualizing and Sketching -
Unit-4 Project performance Measurement and Control - Monitor and assess project performance - Schedule - and cost - performance measurement - Methods to monitor - evaluate - and
control planned cost and schedule performance - Managing Project Teams - Team
development process - Team building process - project team pitfalls - team role - team
dynamics - communicating with Team - working within the organization
Unit-5 Project Quality Management - Concept of project quality - Responsibility for quality in
projects - quality management at different stages of project - tools and techniques - Quality
Management Systems - TQM in projects REFERENCES:
Clifford F Gray, Erik W Larson, Project Management-The Managerial Process, Tata
Mcgraw-Hill Publishing Co Ltd, Fifth Edition, 2011
Jack Meredith, Samuel J. Mantel Jr., Project Management- A Managerial Approach,
John Wiley and Sons, 2011
John Hight, Jeannie Novak, Game Development Essentials: Game Project
Management, Cengage Learning; 1 edition, 2007
Dan Irish, The Game Producer's Handbook, Cengage Learning PTR; 1 edition, 2005
M.Sc. Game Technology – 2016-17 onwards – CPP/COP Annexure No.55F
Page 24 of 30 SCAA Dt.10.06.2016
SEMESTER II PAPER II: SCIENCE FOR GAMING
Unit-1 Game Physics : Basic Physics - Movements - Speed & Velocity - Sprite Movement -
Unit-2 Maths in Game Engine: Vector values -Conversion to MKS - Physics in Game Engine- Gravity - Sleep - Definitions- World - Body and Fixture definitions - Fixture- Restituion - density and friction - Body physics - Types of body -Adding dynamic -kinematic and static bodies - Shapes- Circular and polygon shapes - External forces- Linear Velocity - Impulse and Force - Getting the mass and time values.
Unit-3 Image- Adding images as background - static and then dynamically to the world - Joints -
Revolute - Mouse - Gear joints - FPS - Adding frames for simulation as reality - Events-
Mouse and key board events - Touch and drag - Click events and creating new elements -
Creating and then removing the shapes and bodies.
Unit-4 Introduction to Computer networks - LAN -WAN - IEEE 802 standards - LLC - MAC layer protocols - CSMA/CD Ethernet - Token Bus - Token Ring - X .25 Protocols - Architecture
And Layers of Protocol - Repeater - Bridge - Routes and Gateways - Routing Algorithms.
Introduction to wireless and mobile networks: WLAN and its acceptance - History and
evolution of mobile radio systems - Types of mobile wireless services/systems - Cellular -
WLL - Paging - Satellite systems - Standard - Future trends in personal wireless systems -
Architecture of CDMA - GSM and WCDMA
Unit-5 Network security and firewalls - client server network security - firewalls and network
security - data and message security - encrypted documents - electronic mail - The internet as
a network infrastructure - Security over wireless and Bluetooth - Private key - public key - PIN
based handshaking protocol - WEP - WPA and WPA2 REFERENCES:
Wendy Stahler Beginning Math and Physics for Game Programmers , New Riders ,
2004
Jouni Smed ,Harri Hakonen Algorithms and Networking for Computer Games ,
Wiley; 1 edition , 2006
Behrus A. Forouzan etal, "Data Communication and Networking", 2nd Edition, Tata
McGraw-Hill, 2000.
K. Feher, : Modulation and Spread Spectrum Applications, Prentice Hall of India,
New Delhi, 2015.
M.Sc. Game Technology – 2016-17 onwards – CPP/COP Annexure No.55F
Page 25 of 30 SCAA Dt.10.06.2016
SEMESTER III PAPER III: GRAPHICS PROGRAMMING
Unit-1 Trignometry: Trignometry functions, Trignometry identities, Problems in Trignometry; Vector Algebra Vectors, Vector vs Scalar, Coordinate System, Vector addition and
subtraction, scalar multiplication, Length and unit Vectors, Dot product, Cross product;
Matrix Algebra - Matrix Multiplication, Transpose of a Matrix, Transpose of a Matrix,
Identity Matrix, Inverse of a Matrix, Translation Matrix, Rotation Matrix, Scaling Matrix;
Steps to Using a Vertex Shader - Pixel Shaders - Multitexturing Overview - Pixel Shader
Input and Output - Steps to using a Pixel Shader - Enabling Multiple Textures. REFERENCES:
Frank D. Luna, Introduction to 3D Game Programming with DirectX 9.0c: A Shader
Approach: A Shader Approach, Wordware Publishing, Inc., 2010
Allen Sherrod, Ultimate Game Programming with DirectX, Second Edition, Charles
River Media, 2009
Tom Miller, Managed DirectX 9: Graphics and Game Programming : Kick Start,
Sams Publishing, 2003
Frank D. Luna, Introduction to 3D Game Programming With DirectX 10, Jones &
Bartlett, 2008
M.Sc. Game Technology – 2016-17 onwards – CPP/COP Annexure No.55F
Page 26 of 30 SCAA Dt.10.06.2016
SEMESTER IV PAPER IV: AI FOR GAMES
Unit-1 Introduction to Artificial Intelligence - The AI Problems - AI Technique - The Level of the
Model - Criteria for success - Problems - Problem Spaces and Search - Defining the problem
as a State Space Search - Production System Characteristics - Issues in the Design of Search
Programs.
Unit-2 Game Artificial Intelligence: Types of AI - Roaming AI - Patterned Roaming - Chasing &
Evading - Backtracking - Creating Grid Based Canvas - Behavioral AI - State change -
Strategically AI - How to Create Strategically AI in Games
Unit-3 Good AI - Real AI or academic AI - The importance of good Game AI - The differences between Game AI and Academic AI - their relative advantages and disadvantages - Deterministic & Non deterministic - consideration for Game AI& AI systems
Unit-4 Pathfinding -implementing A* and its derivatives - Flocking and Steering - Rule Based Systems - Finite State Machines. Patterning & Way point - Chasing & Evading - Fuzzy Logic and Fuzzy - State Machines - Genetic Algorithms - Artificial Neural Networks. Rule based AI
Unit-5 Applied AI - Combining AI techniques - producing A-life - producing Intelligent Agents - Strategical AI - The Future for AI in games - Strategical AI in Games REFERENCES:
Elaine Rich , Kevin Knight , Shivashankar B Nair , Artificial Intelligence Tata McGraw-
Hill publishing, 2009
Alan Garnham , Artificial Intelligence: An Introduction, Taylor & Francis, 1988
Steven Rabin, Game AI Pro: Collected Wisdom of Game AI Professionals, A K
Peters/CRC Press,1st edition, 2013
Rich , Artificial Intelligence 3E (Sie), Tata McGraw-Hill Education, 2004
Programming Game AI by Example, Wordware Publishing Inc, 1 edition,
2004
M.Sc. Game Technology – 2016-17 onwards – CPP/COP Annexure No.55F
Page 27 of 30 SCAA Dt.10.06.2016
ELECTIVES: GROUP C: USER INTERFACE
1. Web Layout Design
2. Front-End Development
3. Responsive Web Design
4. Web Programming
SEMESTER I PAPER-1: WEB LAYOUT DESIGN
Unit-1 Website Introduction : Types of Websites -Static, Dynamic - Domain name- sub domain,
How to buy a domain name - Domain Hosting- Create hosting account, buy hosting account
- The way website works - Web Browsers - Print Design Vs Web Design
Unit-2 Design Fundamentals: Understanding Color - Effective communication with Typography -
Web page Anatomy - Information Architecture - Navigation Structure - Creating the
Wireframe
Unit-3 Design Consideration: Designing for Web - Creative Brief - Functional & Aesthetic in design
- Impact of Website in Day to Day life - Principles of Layout and Composition - Basic
Design Principles - Rules of Typography - Anatomy of Perfect Landing page
Unit-4 Page Mockup: Working with document - Web design workspace - Creating the Digital
Wireframe - Exploring grid system - Backgrounds in Web Design - Designing Layouts - -
Choosing UI Theme - Designing Web AD Banner - Web Design Trend
Unit-5 Web Graphics : Decoding Web graphic formats - Understanding optimization - Image
Adobe Photoshop CS5 Classroom in a Book by Adobe Creative Team, Adobe Press ,
2010
Adobe Flash CS5 Classroom in a Book by Adobe Creative Team, Adobe Press, 2010
Adobe Dreamweaver CS5 Classroom in a Book by Adobe Creative Team, Adobe
Press, 2010
The Principles of Beautiful Web Design by Jason Beaird, SitePoint; 1 edition, 2007)
Web Design For Dummies, 2nd Edition by Lisa Lopuck, For Dummies, 2006)
M.Sc. Game Technology – 2016-17 onwards – CPP/COP Annexure No.55F
Page 28 of 30 SCAA Dt.10.06.2016
SEMESTER II PAPER-2: FRONT-END DEVELOPMENT
Unit-1 Introduction to web design - about the work area - using the painting and editing tools - using the selection tools - using the hue/saturation command - using the image size
and splitting - Regular expressions - performing operations
Unit-3 Conditional statements - Arrays: Single dimensional, Multi dimensional, List of Array
functions using PHP- Functions: calling function, defining a function, returning values from
user defined functions
Unit-4 Dynamic content using PHP- object oriented programming with PHP - PHP form - PHP with
HTML - Working with controls - File management - Cookies - Sessions- Working with
XML -PHP server variables
Unit-5 Error handling using PHP - Upload file - Sending mail - Captcha Generations - Introduction to MYSQL - Creating and exporting database - PHP with MYSQL functions - Security -