COP4454 Introduction to Game Development with CryEngineBahçeşehir UniversityDegree Programs COMMUNICATION AND DESIGNGeneral Information For StudentsDiploma SupplementErasmus Policy StatementNational QualificationsBologna Commission
COMMUNICATION AND DESIGN
Bachelor TR-NQF-HE: Level 6 QF-EHEA: First Cycle EQF-LLL: Level 6

Course Introduction and Application Information

Course Code Course Name Semester Theoretical Practical Credit ECTS
COP4454 Introduction to Game Development with CryEngine Fall
Spring
3 0 3 6
This catalog is for information purposes. Course status is determined by the relevant department at the beginning of semester.

Basic information

Language of instruction: English
Type of course: Non-Departmental Elective
Course Level: Bachelor’s Degree (First Cycle)
Mode of Delivery: Face to face
Course Coordinator : Dr. Öğr. Üyesi CEMAL OKAN ŞAKAR
Course Lecturer(s): Dr. Öğr. Üyesi GÜVEN ÇATAK
Course Objectives: This hands-on course teaches students the technical elements that make a video game and how to use CRYENGINE to implement them.

Learning Outcomes

The students who have succeeded in this course;
1. Illustrate an understanding of the concepts behind game programming techniques.
2. Implement game programming techniques to solve game development tasks.
3. Build familiarity and appreciation of the programmatic components of an industry standard game development engine.

Course Content

This course is intended for 4th-year Computer and Software Engineering students. This subject introduces the fundamentals of programming 3D games in CRYENGINE. This subject aims to build student familiarity with the API library of CRYENGINE as well as give students an appreciation of the technology and algorithms that form those engines.

Weekly Detailed Course Contents

Week Subject Related Preparation
1) Installing Cryengine, Overview of Cryengine, Creating, Saving, Loading Projects
2) Introduction to CryEngine DLLs, Explanation of the Flowgraph system and Flowgraph Editor, Simple Scripting with Flow Graph
3) Basic creation of a Flownode in C++, Explanation of the Entity system, Creation of a new type of Entity
4) Explanation of the GameFramework, Controlling Entity game state via the GameFramework event listeners
5) Adding Enemies, Gameplay Triggers & Callbacks
6) Physics & Collisions, Using RNG
7) Detecting the Win Condition, Adjusting Game Menu, Input Methods
8) Using Particles, Playing Sounds, Feature testing with Cvars
9) Handling Complex 3D Objects, Animation Tools
10) Camera Control, Extending the menu through Flow graph
11) Cleaning up the Project, Creating a Game Build
12) Advanced AI Concepts
13) Materials and Shaders
14) VR – Best Practices and Optimisation, VR – API Concepts

Sources

Course Notes / Textbooks: CryENGINE Game Programming with C++, C#, and Lua, ISBN-10: 1849695903
References:

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Homework Assignments 3 % 30
Project 1 % 30
Final 1 % 40
Total % 100
PERCENTAGE OF SEMESTER WORK % 30
PERCENTAGE OF FINAL WORK % 70
Total % 100

ECTS / Workload Table

Activities Number of Activities Duration (Hours) Workload
Course Hours 14 3 42
Project 1 25 25
Homework Assignments 3 15 45
Final 1 30 30
Total Workload 142

Contribution of Learning Outcomes to Programme Outcomes

No Effect 1 Lowest 2 Low 3 Average 4 High 5 Highest
           
Program Outcomes Level of Contribution
1) Create design oriented application for the visual communication design field.
2) Resolve visual communication problems via concept based designs and an integrated perspective in the visual communication design field.
3) Qualify in design directing through analysis and design processes.
4) Display creative thinking, approach and production process skills.
5) Integrate basic fields of visual communication; print, time-based and interactive media, through mastering each one of these fields individually.
6) Identify complementary design solutions in the visual field in order to solve communication problems.
7) Perform necessary operational skills in order to finalize products in the visual communication design field.
8) Evaluate recent design trends and the evolving aesthetic perspectives.
9) Use recent design softwares that coincide with the developing information technologies and communication channels.
10) Interpret theoretical, historical and intellectual roots of the visual communication design field.
11) Perform necessary time management in order to complete a visual communication design project.
12) Demonstrate leadership qualities in a design team as well as individual skills during the progress of a visual communication design project.
13) Display compositional solutions and aesthetic skills to fulfill design needs in a visual communication design work.
14) Develop academical, intellectual and critical point of view for global, local and individual visual communication design works. 3