Computer Games Laboratory (IN7106, IN710615)

Prof. Dr. Westermann

Time, Place Wednesday, 16:00-18.00, initial meeting in room: MI 02.13.010
on-campus and online  (only on days with milestone submissions, see detailed schedule below)
Begin:

Mandatory kick-off meeting on Oct. 13th., 2021 in room: 02.13.010  and online (No matching system needed. If you cannot make it to the kick off, send email to westermann@tum.de. 

Details:

Main wiki: https://wiki.tum.de/display/gameslab2022/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). 
Prerequisites Bachelor Informatik: Games Engineering

Description

This is a practical course which involves a hands-on approach with neither traditional lectures nor exercises. Instead, we will meet ca. once every two weeks to discuss technical issues and to track progress via milestones. 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++ or C#).
  • Students should have passed successfully the Realtime CG lecture and practical.
  • This practical is open for students of Informatics: Games Engineering only.

Organization

Regardless the content of the game, the development process must adhere to the guidelines proposed below. Students are encouraged to design a game that has strong links to one of the areas of specialization in the curriculum of the Master program Informatik: Games Engineering.     

After choosing their favorite area of specialization, the students plan the project and prototype the intended game. Then, the game is implemented and iteratively improved via playtesting until it is ready to be presented at the end of the semester. Teams from different areas can also join to create an even more complex game. 

 

Timeline

The following table gives an overview of all in class meetings during the semester. Please note that the dates will be updated according to the new semester times. On all none mentioned weeks there is no class.

lecture / milestone date team presentation to publish on the wiki
(due before presentation)
Kick-off Lecture: softskills and prototyping Oct. 20th   Form 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 pitch Nov. 10th Game idea Report: Game idea proposal
Slides: Game idea
2. Milestone: Prototype Nov. 24th Prototype Report: Prototype
Slides: Prototype
3. Milestone: Interim Demo Dec. 15th First programming results Report: Interim results
Slides: Interim results
Lecture: Playtesting
4. Milestone: Alpha release
Jan. 19th Alpha version Report: Alpha release documentation
Slides: Alpha release
5. Playtesting Feb. 2nd Playtesting results Report: Playtesting results
Slides: Playtesting results
6. Final Release  Feb. 16th no presentation

Report: Final documentation
Slides: Final
Video
Compiled final game version
all submitted electronically

Demo Day live presentation Feb. NNth pre-final
Live Demo