COP4454 Introduction to Game Development with CryEngineBahçeşehir UniversityDegree Programs NEW MEDIAGeneral Information For StudentsDiploma SupplementErasmus Policy StatementNational QualificationsBologna Commission
NEW MEDIA
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 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) To be able to critically interpret and discuss the theories, the concepts, the traditions, and the developments in the history of thought which are fundamental for the field of new media, journalism and communication.
2) To be able to attain written, oral and visual knowledge about technical equipment and software used in the process of news and the content production in new media, and to be able to acquire effective abilities to use them on a professional level.
3) To be able to get information about the institutional agents and generally about the sector operating in the field of new media, journalism and communication, and to be able to critically evaluate them.
4) To be able to comprehend the reactions of the readers, the listeners, the audiences and the users to the changing roles of media environments, and to be able to provide and circulate an original contents for them and to predict future trends.
5) To be able to apprehend the basic theories, the concepts and the thoughts related to neighbouring fields of new media and journalism in a critical manner.
6) To be able to grasp global and technological changes in the field of communication, and the relations due to with their effects on the local agents.
7) To be able to develop skills on gathering necessary data by using scientific methods, analyzing and circulating them in order to produce content.
8) To be able to develop acquired knowledge, skills and competence upon social aims by being legally and ethically responsible for a lifetime, and to be able to use them in order to provide social benefit.
9) To be able to operate collaborative projects with national/international colleagues in the field of new media, journalism and communication.
10) To be able to improve skills on creating works in various formats and which are qualified to be published on the prestigious national and international channels.