Computer Games Laboratory (IN7106, IN710615)

Prof. Dr. Westermann

Time, PlaceWednesday, 17-18.30, 02.13.10 
(only on days with milestone submissions, see detailed schedule below)
Begin:Oct. 18., 2017
Mandatory kick-off meeting: Oct. 09., 2017, 14:00-16:00, room: 02.13.010 . (No matching system needed. If you cannot make it to the kick off, contact us... it won't be possible to join later on!)

Details:

Main wiki: https://wiki.tum.de/display/gameslab1718/home 
This course is open only to master students in Informatik: Games Engineering. The module comprises lectures, programming exercises, and student presentations
Final pres.:The final presentation of results will take place during the demo day (exact date tba), and there will be a prize for the best game!
PrerequisitesBachelor Informatik: Games Engineering

Short Summary

Nach der Teilnahme am Modul sind die Studenten in der Lage gezielt visuelle Effekte zu analysieren und diese mithilfe von Shadern für Spiele und andere Applikationen zu erstellen. Die erlernten Technologien umfassen Beleuchtung, Bildeffekte, Compute und fortgeschrittene Technologien wie Tessellation. Die Studenten können Shader optimieren und Gelerntes auch auf Bereiche außerhalb des Games Engineering anwenden. Sie erhalten einen tiefen Einblick in die Funktionsweisen und den Aufbau moderner Renderer und verstehen die Einordnung verschiedener Shader in die Graphics Pipeline.

Inhalt Anhand von aktuellen Beispielen wird den Studenten die plattformübergreifende Entwicklung von Shadern für Games und andere, Computergraphik fokussierte, Anwendungen erläutert. Als Entwicklungsumgebung kommen Unity3D, sowie Visual Studio zum Einsatz. Spezieller Fokus liegt hier auf: - Aufbau von Shadern: Vertex, Fragment, Geometry und Surface Shader - Verschiedene Beleuchtungsmodelle - Physically Based Rendering, BRDFs - Optimierung, Performance Analyse, Tools - Rendering, Graphic APIs - Post-Processing, Image Effects - Compute Shader - Tessellation - Stylized Shading - Volume Rendering

Description

This is a practical course which involves a hands-on approach with neither traditional lectures nor exercises. Instead, we will meet ca. once a week to discuss technical issues and to track progress. Students can utilize available game engines, yet we will make sure that a considerable own programming effort will be invested. While development will take place on PCs, students are free to choose the target platform of their final game. 

At the end of the course, all results will be presented to the public. 

Prerequisites

  • Good programming skills (course projects are written in C++).
  • Students should have passed successfully the Realtime CG lecture and practical.
  • This practical is open for students of Informatics: Games Engineering only.

Organization

All students have to sign up for the practical and attend the mandatory lectures. It is not possible to join later on during the semester.

 

 

Milestones

The following milestones have to be reached over the course of the semester. On the one hand this ensure that no group is completely left behind, or looses track of producing a playable game at the end of the semester. On the other hand, it will be cool to see the progress of all participating teams!

Deadlines:

  • Introduction
  • Form groups
  • Informal pitch of the game idea
  • Formal proposal & physical prototype
  • Interim demo
  • Alpha release demo
  • Playtesting results
  • Final presentation

Final presentation details:

The final demo of the game projects will take place at the Demo Day 2017. The course supervisors will visit the booth of each team then for an in depth demo. The following things are required on that day:

  1. the regular 1min demo day presentation, use the final digital video here (see project structure)
  2. the 10min presentation 
  3. final materials & video uploaded to the wiki by the end of the day

Timeline

The following table gives an overview of all in class meetings during the semester. On all none mentioned weeks there is no class.

lecture / milestonedateteam presentationto publish on the wiki
(due before presentation)
Lecture: kick-offOct. 9th
Lecture: softskills and prototypingOct. 18thForm groups, email to westermann@tum.de (also if you didn't find a group so far, but still want to participate!)
1. Milestone: Game idea pitchNov. 6thGame ideaReport: Game idea proposal
Slides: Game idea
2. Milestone: PrototypeNov. 15thPrototypeReport: Prototype
Slides: Prototype
3. Milestone: Interim DemoDec. 6thFirst programming resultsReport: Interim results
Slides: Interim results
Lecture: Playtesting
4. Milestone: Alpha release
Jan. 10thAlpha versionReport: Alpha release documentation
Slides: Alpha release
5. PlaytestingJan. 24thPlaytesting resultsReport: Playtesting results
Slides: Playtesting results
6. Final ReleaseFeb. 7thFinal releaseReport: Final documentation
Slides: Final
Video
Compiled final game version
Demo Day live presentationFeb. ???Live Demo