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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
30

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Page 1: BHARATHIAR UNIVERSITY, COIMBATORE 641 046 M.Sc. …syllabus.b-u.ac.in/syl_cpop/1617/msc_game_technology_1617.pdf · M.Sc. Game Technology – 2016-17 onwards – CPP/COP Annexure

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

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M.Sc. Game Technology – 2016-17 onwards – CPP/COP Annexure No.55F

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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

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M.Sc. Game Technology – 2016-17 onwards – CPP/COP Annexure No.55F

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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-4 Introduction to C# Programming – Unity C# scripting basics – Execution Pipeline - Lifecycle methods – Awake – Update – Start - Mono behavior functionalities – Accessing objects and Components – Scripting Directives – Unity Editor Scripting

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

Volodymyr Gerasimov, Devon Kraczla, Unity 3.x Scripting, Packt Publishing, 2012

Sue Blackman, Beginning 3D Game Development with Unity 4: All-in-one, multi-

platform game development, A press, Second edition, 2011

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M.Sc. Game Technology – 2016-17 onwards – CPP/COP Annexure No.55F

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MULTIMEDIA FUNDAMENTALS

Unit-1 About Multimedia - Uses of Multimedia in Business, schools, Home, other places - Text -

About Fonts and Faces - using text in Multimedia - Font editing & Design Tools - Using

Hyper text - searching for words - Hypertext tools

Unit -2 Images - Bitmaps - Vector drawings - 3D Drawing & Rendering - Color - Image File

formats - Sound - Digital Audio - Midi - Audio file formats - Adding sound to Multimedia

projects - Animation - The power of Motion - Principles of Animation - Animation

techniques - Animation file formats - Creating Animation

Unit-3 Video - Analog video - digital video - Codecs - video file formats - obtaining video clips -

Shooting - storyboarding - lighting- chroma keys - titles & text - non linear editing - the

stages of a Multimedia project - Hardware requirements - Software requirements - 3D

modeling & animation tools, Image editing tools, sound editing tools, video editing tools-

Authoring systems

Unit-4 Multimedia skills - project manager - designer - video specialist - audio specialist -

Multimedia programmer - planning and costing - process of making Multimedia -

Scheduling - Estimating - Bid proposals - Designing & producing - tracking - copyrights-

acquiring content - Ownership of content created for a project

Unit-5 Internet & Multimedia - History - Internetworking - The World Wide Web and HTML -

Multimedia on the web - Designing for the World wide web - Developing for the web - Text

for the web - Images for the web - Sound for the web - Animation for the web - video for

the web - Testing - Preparing for Delivery

REFERENCES:

Multimedia Making IT Work by Tay Vaughan, McGraw-Hill Osborne Media; 8

edition, 2010

Multimedia Foundations: Core Concepts for Digital Design by Vic Costello,

Susan Youngblood and Norman E. Youngblood, Focal Press, 2012

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VISUAL PRESENTATION

Unit-1 Design fundamental - Basics of Design - Characteristics of a good design - visual

composition - Elements of design - principles of design - creativity - fundamental of

creativity - importance of creativity - developing creativity

Unit-2 Colour theory - basics of colour theory - attributes of colour -colour wheel - colour

harmony - colour schemes - colour blending - additive model - subtractive model - colour

contrast - colour psychology - colour strategy - colours in printing

Unit-3 Typography- typeface anatomy - measurements - typeface classifications - type families -

spacing and alignment - selecting appropriate fonts - tips and techniques - Graphics -

importance of graphics - major classifications - image manipulation

Unit-4 Grids and layouts - role of grids - structure - grid system and templates - layouts - layout

guidelines - important parts of a page layout - factors influencing a layout - organizing

layouts - capturing readers attention - design process - approach - stages of design process

- demonstrations and guidelines

Unit-5 Planning the presentation - story telling - slide layout - Getting Audio & Visuals working

together - Text vs. Graphics - Bullet Points - Problem solving with simple pictures - Charts

- Animation -Fonts

REFERENCES:

Tina Sutton, Bride M. Whelan, The complete colour harmony, Leads Press, 2008

Dorothee Mella, The language of colour, Grand Central Publishing, 1988

David Jury,What is Typography? , RotoVision , 2006

Conway Lloyd Morgan, 20th Century Design: A Reader's Guide, Architectural

Press; illustrated edition edition , 2000

Lois Fichner-Rathus, Foundations of Art and Design,Wadsworth Publishing; First

edition , 2007

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M.Sc. Game Technology – 2016-17 onwards – CPP/COP Annexure No.55F

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INTRODUCTION TO GRAPHICS

Unit-1 Introduction to Interface - Starting Adobe Photoshop - Opening files - Using the Adobe

Bridge- Working with Bitmap images and vector graphics - Using the tools - Using the

Options bar and other panels- Undoing actions in Photoshop - Scanning images - Creating a

new file - Using the Layers panel - Using the Painting tools - Selecting color - Using the

editing tools -Selection Techniques - Saving selection as channels - Renaming layers -

Cropping & re-sizing images - Merging layers - Flatten image - Saving files

Unit -2 Understanding paths - About paths - Using the pen tool to select images precisely -

Combining multiple images - Adding Text - Using layer styles - Adding filters - Adding

filters - Advanced layer techniques - Layer masking - Editing layer masks - Clipping masks

- Understanding and using layer blending modes - Using smart filters - Using adjustment

layers -Sourcing images from scanner/digital camera - Understanding and using quick

masking - Saving the selection as a channel - Editing the alpha channel to make precise

selection - Using the color adjustment commands - Creating BG using pattern

Unit -3 Restoration & Retouching techniques - Red eye removal - Adjusting the contrast - Using the

dodge, burn and sponge tools (Whitening teeth, improving eyes and changing eye color) -

Enhancing make up - Softening skin -Color correcting skin (light, medium, dark both male

and female) - Converting color to b/w - Converting b/w to color

Unit -4 Interface introduction - Understanding the workspace - Working with the Tools panel -

Control panel - Working with panels - Changing the view of the artwork - Navigating

multiple art boards - Using the Navigator panel

Unit -5 Logo Designing - Retracing techniques - Digital Illustration - Symbols - Using the mesh

tool - Adding and deleting mesh points - Changing the color of mesh points - Advertisement

Designing- Poster Designing -Menu card designing -Package Designing

REFERENCES:

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

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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

Web: Designing Large-Scale Web Sites, 3rd Edition , O'Reilly Media; 3rd edition,

2006

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

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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.

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M.Sc. Game Technology – 2016-17 onwards – CPP/COP Annexure No.55F

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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

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M.Sc. Game Technology – 2016-17 onwards – CPP/COP Annexure No.55F

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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 -

Frames - Entities - Scripts - Formatting Tags : Bold - Paragraphs - Headings - Line Breaks -

Horizontal Rule - Email - Italic - Code - Superscript - Subscript - Image: Adding Graphics in

the Web page using image - using Source - control size of Image - ALT content of the image -

Inline Image - Floating Image - Border of image - Manage Horizontal and Vertical Space of the

image -Image as Hyperlink - Creating Image Map - Creating Animated Images.

Unit-3 Style Sheet: Introduction to Style Sheet - Id & Class - Styling : Backgrounds - Text - Fonts

- Links - Lists - Tables - Box Model - Border - Outline - Margin - Padding -

Grouping/Nesting - Dimension - Display - Positioning - Floating - Align - Navigation Bar -

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

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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 -

Sound Editors - Mastering - Loop Software - Sound Modules/Keyboards - Sound Hardware

- Amplifiers - Preamplifiers - Integrated amplifiers - DAC

Unit-2 Digital Audio - Sampling and sampling rate - WAV files - Making Digital Audio Files -

Setting Proper Recording Levels - Editing Digital Recordings - File Size vs. Quality - Audio

Audio Formats - MIDI - How MIDI Works - WAV - WAV & RIFF advantages -

Compression techniques - Lossy compression - MP3- Lossless compression - FLAC

Unit-3 Composing vs. Sound Design - Music Vs Sound - Game Music Varieties - Intro, Closing,

and Credit Sequences - Cinematic Sequences - Menu Screen Music - Game Play Music -

Interactive Music - Loops - Ambient Tracks

Unit-4 Introduction to Multichannel Audio - A Short History of Multichannel Audio - Do We Want

Multichannel Music Playback? - How to Get Multichannel Audio in Your Home -

Loudspeaker Types and Placement - Bass Management - Calibration - Multichannel Playback

from 2-Channel Sources

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

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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

Industry - Hardware companies - software companies - Developer - Publishers - Distributors

- Retailers

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

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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

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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

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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

Unit-2 Editing nurbs - Creating polygons -append polygon tools - Combine - polygon Booleans -

mirror geometry - polygon smooth tool -subdivision surfaces - polygon reduction - the cut

face tool - extruding polygon faces and edges- Rules of 3D modelling for Games - Maya

scale and grid factor - Creating Basic Props- Simple Model making and pipeline for

importing to engines

Unit-3 Character polygon modeling with LOD - Modeling - Texturing Basics - hyper shade - UV

mapping - understanding Materials and textures - Creating basic texture maps - Normal map -

Ambiet maps - texturing methods - Texturing the Props and character - Kit bashing -

Texturing elements and objects

Unit-4 Rigging - joints and tools -- ik - Fk - spline ik - Types of Constrains - Deformers and its

types - Set Driven key process - Skinning - Types of Skinning - Rigging a basic character -

Adding joints to the character - Adding control curves and linking to character - Skinning

the character - Testing the character functions - Baking the character for engine

Unit-5 Traditional animation fundamentals - the wave principle - overlap - using the time slider -

setting playback range - setting playback speed - setting keyframes - auto key - keyframe

options - channel control - editing keyframes - editing timing of keyframes - editing in-

betweens - changing a key pose - moving and scaling keys - cutting, copying and deleting

keys - using breakdowns - animation types - using graph editor - Basic character animation.

REFERENCES:

Learning Autodesk Maya 2008, Foundation by Autodesk Maya Press, Sybex,

2007

Maya Professional Tips and Techniques by Lee Lanier, Sybex , 2007

Mastering Maya 2009 by Eric Keller, Eric Allen, and Anthony Honn, Sybex;

Pap/DVD edition, 2009

Introducing Maya 2009 by Dariush Derakhshani, Sybex; Pap/Cdr edition , 2009

The Maya, Seventh Edition (Ancient Peoples and Places) by Michael D. Coe,

Thames and Hudson; 7 edition, 2005

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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

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EXPERIENCE DESIGN FOR NEW MEDIA

Unit-1 Visual design - Contrast - Repetition - Alignment - Proximity - Paper prototype -

Prototyping not paper drawing - Adding interactivity tot paper prototyping - What makes a

good persona? - Anatomy of a good persona- how to create personas in power point -

Communication errors - Be visible - Be precise - Give constructive help - Speak the user's

language - Don't blame the user - Don't be stupid

Unit-2 Card Games for Information Architects - Exploratory card sorting - Tree test - Trigger word

elicitation - Web board - Function familiarity test - Task model - when to create - what you

are communicating - How to create task models in power point - User Journeys - what makes a

good user journey - when to create a user journey - the anatomy of a user journey - Validate

user journey - Create a user journey in PowerPoint

Unit-3 Design principles for wire frames - Structure and style - Visual heat -when to use color - Feel

- Stepping back to help focus - Create wire frames in PowerPoint - How Mobile Wire

framing Works - Representing Inputs - Representing Gestures - Representing Motion -

Representing Multiple Devices - Representing Responsive Design

Unit-4 Usability Test reports - What makes a good test report? - When to create a test report -

Anatomy of the perfect test report - What makes a good funnel diagram- When to create a

funnel diagram - What are you communicating? - Anatomy of a funnel diagram - Games are

user experiences too - The Elements of Player Experience - A Playful Model

Unit-5 Mobile UX - Technology - Users - User Experience - Mobile Use Is Not Desktop Use -

Mobile Users Are Not Your Desktop Users - You Cannot Fit Everything On One Screen -

Customers Determine Your User Mobile Experience - Rethink Hyperlinking -

Understanding The Device - Prototype in Mobile - Paper Prototyping - Desktop Prototyping -

Using The Device To Prototype

REFERENCES:

Adrain Mendoza, Mobile User Experience, Morgan Kaufmann, 1st Edition, 2014

Richard Caddick,Steve Cable, Communicating the User Experience , John Wiley and

Sons Publication; 1st Edition, 2011

User Focus Group, Bright Ideas for User Experience Designer, User focus, 1st Edition,

2010

Regina Bernhaupt , Evaluating User Experience in Games Concepts and Methods,

Springer,1st Edition, 2013

Noah Schaffer, Katherine Isbister, Game Usability: Advancing the Player

Experience, CRC Press, 1st Edition, 2008

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MOBILE TECHNOLOGY - LAB

1. Write a program showing the implementation of inheritance.

2. Write a program explaining the application of thread mechanism

3. Write a program explaining the application of exception handling

4. Write a program showing the life cycle of an activity.

5. Create an activity as a dialog box.

6. Program navigating from one activity to another.

7. Create an app implementing accelerometers.

8. Create an app implementing SMS sending and receiving

SEMESTER - IV

GAME ENGINE - LAB

1. Create a HUD system for a game

2. Create a User Interface to navigate a game

3. To add positional and thematic sound tracks for a game

4. Find and integrate monetization in to your game

5. Adding post processing to a game and backing occlusion.

INTERNSHIP

The student is required to undertake internships in this semester and submit a report.

PROJECT STUDY

Guidelines for Project Study for Post Graduation:

i) Conceptualization of Subject and Research Problem (10marks)

ii) Analytical Presentation of Review of Literature (20 marks)

iii) Presentation of Methodology (20 marks) iv)

Data Analysis and Discussion (10 marks)

v) Final Draft and Presentation) (20 marks)

--------------

Total 80 marks

Chapters 1. Introduction

2. Review of Related Literature

3. Research Methodology

4. Analysis and interpretation

5.Discussion and Conclusion

6. Bibliography

7. Viva-voce

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ELECTIVES: GROUP A: GAME DESIGN

1. Game Design

2. Game Art & Graphics

3. Game Level Design

4. Game Creation

SEMESTER I PAPER-1: GAME DESIGN

Unit-1 Fundamentals of game design - Definition of Game - Game taxonomy - Old games - Play -

Why Play - Play types - Party - Co-op - single - versus - Traditional games - Game structure

- Play and player actions - Challenge and goals - Conflict - Interactivity - Fun

factor - Digital games - Deconstructing games - Learning curve

Unit-2 Fundamentals of board game design - Idea generation - mind tools - brainstorming- idea tree

- mind map - scamper- metaphors- visual metaphors- representation- board game study -

deconstruction - dynamics - progression - mechanics - substitution- combination -

innovation - materials - digital artefacts

Unit-3 Fundamentals of exhibition design - skill sets - element of chance - element of skill -

element of strategy - space planning - instruction design - visual design - theme design -

ideation - prototyping - play testing - decoration - finalization - presentation

Unit-4 Fundamentals of Game story and book design - game story - Linear stories - non linear

stories - interactive stories - story structure - story branching - best stories for games - Mono

myth - Character Archetypes - branching - flow boarding - emergent stories

Unit-5 Introduction to Digital games - types - genres - platforms - pipeline - development cycle -

roles and responsibilities - industry - common players in industry - styles of development -

Introducing InDesign - interface - layout and text styles - inserting images and text wrapping -

master page setup - setting columns and margins - adding and removing pages - auto page

numbering -link pages - exporting to different formats

REFERENCES:

Chris Crawford, Chris Crawford on Game Design, New Riders Publishing, 2003

Adobe Creative Team, Adobe InDesign CS6 Classroom in a Book, Adobe Press, First

edition, 2012

Tracy Fullerton, Christopher Swain and Steven Hoffman, Game Design Workshop:

Designing, Prototyping, and Playtesting Games, CMP Books, 2004

Tom Meigs, Ultimate Game Design: Building Game Worlds, McGraw-Hill Osborne

Media, First edition, 2003

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SEMESTER II PAPER-2: GAME ART & GRAPHICS

Unit-1 How Art Is Displayed - Working with Pixels - Using Painting Programs -Using Brushes -

Using Filters - beginning to draw on computer - Using Illustration programs - Working with

Vector-Drawing Programs - Understanding Graphiucs hardware - Understanding resolution -

Video Graphics Adapter (VGA) - Super Video Graphics Adapter (SVGA) - HD screens -

Aspect Ratio - Refresh Rate - Gamma Level

Unit-2 Learning about Textures - Color in Textures - Roughness in Textures - Translucency in

Textures - Reflectivity in Textures -Surface Luminance in Textures -Creating Textures -

Painting Textures -Using Photographs for Textures -Tiling Textures - Creating a Door

Texture - Image Compression - Lossless Compression - Lossy Compression - Essential

Graphic File Formats - Important Graphic File Formats - Modular Design

Unit-3 Game Interfaces - Color Space - Color Palettes - Planning a Color Palette - Game Audience -

Game Appearance - Game Mood - Color Reduction - Palette Optimization - Dithering -

Straight Color Remapping - Game Text Font - Type and type rules- Open type fonts and true

type fonts

Unit-4 Concept Art - Game Creative Statement - Artwork Orientation - Target Platform - Artwork

Screen Resolution and Playfield Size - Shape and form - Light and shadow - Texture - Color

- Perspective - Still-life drawing - Figure drawing - Environment design - visual measuring

tools

Unit-5 2Danimation - How Does Animation Work? - Creating a Simple 2D Animation- Motion

Lines - Motion Angles - Key-frames - Weight and Gravity - Flexibility - Secondary Actions

Cycles and Loops - Tempo - Creating Character Animation - Creating Atlas textures -

Creating billboard - animated billboards - particle effects - Sprite Properties - Grid Squares

REFERENCES:

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

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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 -

Blocking - Texture creation - Detailing - Lighting - Adding objects - Setting a gameplay.

Unit-3 Map creation - Postmortem of a Map - Game play : Flow, Pacing and Balance - Designing a

Multiplayer Map layouts - Gameplay principles - Pathways - strategy and choices - choke

points -Balancing the multiplayer map.

Unit-4 Single Player level design - Elements of single player level design -Story and Environment -

Relationships- Moral decision - visualization fundamentals - Moodboard - Reflections and

journals - concept development

Unit-5 Game world creation Using engine - Creating simple environment - Adding defined Game

play functionality - Material and Textures - landscapes - 3D Mesh importing - static meshes - -

Light mapping - Making a simple collectable game in engine.

REFERENCES:

Adam Watkins, Creating Games with Unity and Maya: How to Develop Fun and

Marketable 3D Games, Focal Press, First edition, 2011

Volodymyr Gerasimov, Devon Kraczla, Unity 3.x Scripting, Packt Publishing, 2012

Sue Blackman, Beginning 3D Game Development with Unity 4: All-in-one, multi-

platform game development, Apress, Second edition, 2013

Michelle Menard, Game Development with Unity, Cengage Learning PTR, First

edition, 2011

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SEMESTER IV PAPER-4: GAME CREATION

Unit-1 Creating 2D games with GUI component - unity GUI component - Handling GUI applications - Handling visual feedback - Handling audio feedback - Handling sessions -

Handling BG - Handling levels - Level art specification - Build settings - Timer script and

Rollover script - control visibility - finalise and fix score

Unit-2 Creating 2D games with 3D components - Understand DxBall - rigid body component -

physics setup and preference - axis lock - physics material - Texture and shader sample -

create instances - destroy and add score - create particle system - collision test - game end -

saving high score

Unit-3 Introduction to Unity3D and Game - understand pipeline - Game asset - texture - sound -

Unity3D and Maya Integration for prefab - Using built-in components - modelling

environment using terrain tool - terrain size and scale - map size and player size - adding

trees and details

Unit-4 Creating models in Maya - Mesh and surface direction - polygon concepts and graphic card

renders - creating static mesh - texturing and normal mapping - creating shaders in Unity and

creating prefab - Giving meshes score value - handling triggers and colliders - placing

object in Unity

Unit-5 Unity finalisation - build setting correction - config dialog box - Icon editing - Audio editing

- creating levels - moving player between levels - adding simple enemy characters -

animating player character - splitting cycles for idle, run and walk - saving score and

integrating GUI - publish settings REFERENCES:

Adam Watkins, Creating Games with Unity and Maya: How to Develop Fun and

Marketable 3D Games, Focal Press, First edition, 2011

Volodymyr Gerasimov, Devon Kraczla, Unity 3.x Scripting, Packt Publishing, 2012

Sue Blackman, Beginning 3D Game Development with Unity 4: All-in-one, multi-

platform game development, Apress, Second edition, 2013

Michelle Menard, Game Development with Unity, Cengage Learning PTR, First

edition, 2011

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ELECTIVES: GROUP B: GAME PROGRAMMING

1. Software Program Management

2. Science For Gaming

3. Graphics Programming

4. AI For Games

SEMESTER I PAPER I: SOFTWARE PROGRAM MANAGEMENT

Unit-1 What is Pseudo Code - Properties of an Algorithm - Algorithm logic - How to write a typical

algorithm - Importance of Flowchart - Flow chart symbols - Classification of Algorithms -

Limitation of flow charts - Problem Solving & Decision Making techniques - Introduction to

Agile Game Development - The Crisis facing game development - Agile development -

Scrum, Sprint, Agile Planning - Video Game project planning - Teams, Agile Technology -

Agile QA and Production

Unit-2 SWOT Analysis - Costing & Estimation - Introduction to Agile Game Development - Getting

into Game - Requirements to be analyzed before getting into the project - Risk analysis

before starting the project - Development Strategies - Team Work - Process Management -

Release and Planning - Documentation with a sample Documentation

Unit-3 Project - Project Management - Concept and characteristics of a project - importance of

project management - types of project - project life cycle - Stages of Project - Statement of

Work - Work Breakdown Structure - Project Planning and Scheduling techniques -

developing the project network - Limitations - Flow chart - Gantt Chart - budgeting -

preparing estimates - Resource Scheduling - Resource allocation method - splitting and

multitasking - Multi project resources scheduling

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

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SEMESTER II PAPER II: SCIENCE FOR GAMING

Unit-1 Game Physics : Basic Physics - Movements - Speed & Velocity - Sprite Movement -

Acceleration & De-acceleration - Angle of Rotation - Basic Trigonometry - Collision

Detection - Elastic Collision - Rectangle Collision - Circle Collision - Pixel Collision -

Motion & Scrolling - Motion - Vertical - Horizontal - Projectile - Scrolling - Parallax

Scrolling - 2D Particle System.

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.

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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;

Transformations - Basic Transformations, Transformation functions; Analytical geometry -

Two dimensional analytical geometry, points and distance, straight lines, lines, circles,

ellipses, parabola, solid geometry plane

Unit-2 Fundamentals of API : Introduction, History of Different types of APIs, Advantages of API,

What is a Graphics Library API; Window creation : Introduction, Event, Multitasking,

Handling user events, Windows Procedure, Window Properties, Client / Display Area,

Creating Window; Introduction to Graphics Library: Right hand and Left hand Coordinate

system, Rendering pipeline.

Unit-3 Introduction to Buffers: Computer Memory, Buffer Memory, Types of Memory Buffers,

Multiple Buffers, Depth Buffer, Color Buffer, Vertex and Index Buffer; Drawing objects:

Polygon using Buffers, Applying Color, Texturing; Lighting: Types of Lighting; Sprite and

Movements; Transforming Objects: Model View Projection Matrices, AABB, Collision;

Blending; Multi-Threading.

Unit-4 Flexible Camera Class - Functionalities of camera - Basic Terrain Rendering - Creating a

Heightmap - Loading a Model - Generating the Terrain Geometry - Computing the Vertices -

Computing the Indices - Multiple Lighting - Walking on the Terrain - Sky Box - Sun Flare -

Particle System - Particles and Point Sprites - Structure of Particles - Point Sprite and

Render States - Particle System Components - Randomness of Particles - Concrete Particle

System.

Unit-5 Picking - Computing the Picking Ray - Transforming Rays - Ray - Object Intersections -

Shaders - High Level Shading Language - Writing an HLSL Shader - Compiling an HLSL

Shader - Variable Types - Keywords, Statements and Casting - Operators - User-Defined

Functions - Built-in Functions - Vertex Shaders- Vertex Declaration - Vertex Data Usages-

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

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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

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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

Slicing - Image sprite - Layer Comps - Creating Animation

REFERENCES:

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)

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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

command - creating the banner - clipping masks - creating patterns

Unit-2 Layer masking - brush shape dynamics and scattering - adjustment layers - understanding

paths - setting layer blending mode - creating effects - creating animations - optimizing

images for the web

Unit-3 HTML - adding a document title - basic text formatting - hyper links - inserting images -

inserting tables - adding content to the cells - inserting objects - merging cells for table

header

Unit-4 Introduction to CSS - Page formatting - text formatting properties - Difference between DIV

and tables - creating layout using div and css - Site management - local and remote websites

- Asset management

Unit-5 Creating the home page layout using DIV - linking pages - Creating the rollover behaviors -

pop up message behavior - navigation bar - Dreamweaver templates - JQuery

REFERENCES:

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)

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SEMESTER III PAPER-3: RESPONSIVE WEB DESIGN

Unit-1 Responsive Web Fundamentals : Introducing Responsive Design - Exploring the need of Responsive Design - Planning Responsive Design - Content Planning - Creating Mockup -

Planning Responsive UX - Structuring page regions - Structuring content for multiple devices

Unit-2 Responsive Design Workflow: Looking at technology choices - Understanding scaling -

Understanding Design Elements- Design consideration for Developer - Development

Consideration for Designer

Unit-3 Building Responsive Layouts: Defining default styles - Determining content breakpoints - -

Understating Fluid Grids - Building desktop, tablet, and mobile layouts - Styling headings,

body, text and footers - Navigation: Defining a responsive navigation strategy - Structuring

basic menus - Styling basic menus - Structuring complex menus - Creating fluid images -

Making video fluid - Structuring a responsive image gallery - Creating Web Graphics

Unit-4 Building Responsive Web Site: Planning Layout - Preparing the Html File - Linking to css

files with media queries - Styling for various screens

Unit-5 Managing & Testing Resources: Building a Responsive style guide - Framework overview

for Responsive - Loading resource with framework - Testing responsive Site

REFERENCES:

Adrain Mendoza, Mobile User Experience, Morgan Kaufmann, 1st Edition, 2014

Richard Caddick,Steve Cable, Communicating the User Experience , John Wiley and

Sons Publication; 1st Edition, 2011

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SEMESTER IV PAPER-4: WEB PROGRAMMING

Unit-1 Server side scripting - Types of languages - Open source technology - Cross-platform

compatibility - Introduction to web server: basics of Apache - Installing Apache- Basics of

WAMP - Basics of XAMP

Unit-2 Introduction to PHP - ASP style tags - Syntax - PHP and OOPS relationships - Data types:

Scalar, Collection, Special, Constant and variables - Strings : String manipulation, Joining

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 -

W3C Standards- browser compatibility - trouble shooting REFERENCES:

Learning PHP, MySQL, JavaScript, and CSS: A Step-by-Step Guide to Creating

Dynamic Websites by Robin Nixon, O'Reilly Media; Second Edition edition, 2012

PHP and MySQL Web Development by Luke Welling & Laura Thomson, Addison-

Wesley Professional; 4 edition, 2008