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CZECH TECHNICAL UNIVERSITY IN PRAGUE
STUDY PLANS
2024/2025

Virtual game-worlds

The course is not on the list Without time-table
Code Completion Credits Range Language
BIE-VHS.21 Z,ZK 5 2P+2C English
Course guarantor:
Lecturer:
Tutor:
Supervisor:
Department of Software Engineering
Synopsis:

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.

Requirements:

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

Syllabus of lectures:

1. Scene and its representation

2. Interaction and modality in a virtual scene

3. World with an avatar and without it

4. World scale dynamics

6. Dialogues and scenarios

7. The inner logic and rules of a virtual world

8. Non-user persons in a virtual world

9. More complex structures

10. The whole virtual world storyline

11. Virtual reality

11. Team words 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:
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.

Note:
Further information:
https://courses.fit.cvut.cz/BI-VHS/
No time-table has been prepared for this course
The course is a part of the following study plans:
Data valid to 2024-11-21
For updated information see http://bilakniha.cvut.cz/en/predmet6570106.html