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Virtual game worlds

The course is not on the list Without time-table
Code Completion Credits Range Language
BIK-VHS.21 Z,ZK 5 14KP+4KC Czech
Garant předmětu:
Radek Richtr
Radek Richtr
Radek Richtr
Department of Software Engineering

In the course students learn methods to create a complex virtual world. It is a follow-up course of basic courses of the PG specialization (BIE-MGA, BIE-PGR). Students gain knowledge of the theory of game design, of principles of writing dialogues and characters in order to create a functional virtual world. Within the labs they get practical skills within team development work on the semester project.


BI-MGA, BI-PGR, or BI-BLE (recommended, not mandatory)

Syllabus of lectures:

1. scene representation

2. interaction and modality in a virtual world

3. world with avatar and without

4. natural world dynamics

5. natural activity cycles

6. dialogues and scenarios

7. the inner logic and rules of a virtual world

8. non-user persons

9. complex structures

10. whole virtual world storyline

11. virtual reality

12. project presentation

Syllabus of tutorials:

1 semestral work assignment

2team role assignment

3Basic graphics engines, virtual world, objects and interactions

4checkpoint (static world)

5World and objects dynamics

6checkpoint (dynamic world)

7Storylines, dialogs, NPCs

8Complex virtual world

9checkpoint (NPC, dialogs)

10Unity VR (static world)

11Unity VR (dynamic world)

12project presentation

Study Objective:

The aim of the study is to acquire practical skills for game development.

Study materials:

1. Salen K., Zimmerman E. : Rules of play: Game design fundamentals. The MIT Press, 2003. ISBN 978-0262240451.

2. Fullerton T. : Game design workshop: a playcentric approach to creating innovative games. CRC press, 2014. ISBN 978-0082560397.

3. Wisessing P., Dingliana J., McDonnell R. : Perception of lighting and shading for animated virtual characters. ACM, 2016. ISBN 978-1450343831.

4. Cao C., Wu H., Weng Y., Shao T., Zhou K. : Real-time facial animation with image-based dynamic avatars.ACM, 2016. ISBN 978-1450342797.

5. Schell, J. : The Art of Game Design: A Book of Lenses. A. K. Peters, Ltd., 2014. ISBN 978-1466598645.

Further information:
No time-table has been prepared for this course
The course is a part of the following study plans:
Data valid to 2024-06-13
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