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Game Programming and Design

Code: DVAM01     Sigla: DPJ

Áreas Científicas
Classificação Área Científica
CNAEF Informatics Sciences

Ocorrência: 2022/2023 - 1S

Ativa? Yes
Unidade Responsável: Departamento de Sistemas e Informática
Curso/CE Responsável: Professional Technical Higher Education Course in Development of Videogames and Multimedia Applications

Ciclos de Estudo/Cursos

Sigla Nº de Estudantes Plano de Estudos Anos Curriculares Créditos UCN Créditos ECTS Horas de Contacto Horas Totais
DVAM 22 Plano_estudos_2018_19 1 - 9 90 243

Docência - Responsabilidades

Docente Responsabilidade
Fausto José da Silva Valentim Mourato

Docência - Horas

Theorethical and Practical : 6,00
Type Docente Turmas Horas
Theorethical and Practical Totais 1 6,00
Fausto José da Silva Valentim Mourato 6,00
Mais informaçõesA ficha foi alterada no dia 2022-09-22.

Campos alterados: Componentes de Avaliação e Ocupação

Língua de trabalho

Portuguese

Objetivos

Introduction to the context of videogame development (historical and sociocultural aspects) and to the respective programming technology .

Resultados de aprendizagem e competências

Knowledge
Specialized knowledge of the English language for the performance of the profession.
Comprehensive knowledge of the main techniques and methodologies related to game design processes.
Fundamental knowledge of algorithms and programming languages.

Skills
Communicate and interpret technical documentation in English.
Analyze, design and present mockups, ideas, concepts and mechanics related to the creation of new multimedia applications and video games.
Implement and adapt scripts for the logic and mechanics of a video game or multimedia application.
Implement video games and multimedia applications, or part of them, using graphical engines and/or API.

Attitudes
Demonstrate the ability to act with ethics, rigor, professionalism and a sense of responsibility.
Demonstrate ability to work independently, individually or in a team, assuming a collaborative and assertive posture.
Demonstrate ability to adapt to new technological challenges.
Demonstrate initiative and critical spirit, managing to respond to current and unpredictable technical challenges.
Demonstrate responsibility for complying with technical and institutional standards.

Modo de trabalho

Presencial

Programa


  1. Cultural context and impact of the videogame industry on society;

  2. History of video games: industry, technologies and approaches;

  3. Characterization of games, players and player experience

  4. Ludology and narratology;

  5. Introduction to game design (Mechanics and game platforms Interfaces and interaction Design and level design);

  6. Integrated game development environments;

  7. Programming Learning Tools with Visual Environments;

  8. Algorithm and Programming Fundamentals for Video Games:


    • Basic concepts: variables and expressions

    • Algorithms and data structures


      • Data Types and Structures

      • Specifying algorithms

      • Logical Operators and Expressions

      • Decision instructions

      • Repeat instructions

      • Data sets


    • Principles of Abstraction and Object Orientation


      • Classes and Objects

      • Attributes and Data Types

      • Methods and parameters



Bibliografia Obrigatória

Nélson Zagalo; Videojogos em Portugal: história, tecnologia e arte., FCA
José Braga de Vasconcelos, Nuno Ribeiro; Tecnologias de Programação de Jogos, FCA, 2014

Métodos de ensino e atividades de aprendizagem

An expository approach is used to introduce the concepts, with frequent use of practical examples, with reinforcement through practical/laboratory exercises.

Practical learning is reinforced with a final project.

Software

Unity

Tipo de avaliação

Distributed evaluation without final exam

Componentes de Avaliação

Designation Peso (%)
Participação presencial 15,00
Teste 35,00
Trabalho laboratorial 50,00
Total: 100,00

Componentes de Ocupação

Designation Tempo (Horas)
Elaboração de projeto 93,00
Estudo autónomo 15,00
Frequência das aulas 90,00
Trabalho escrito 0,00
Trabalho laboratorial 45,00
Total: 243,00

Obtenção de frequência

Obtaining attendance at the UC is done by carrying out all the assessment elements listed below.

Fórmula de cálculo da classificação final

Evaluation elements:

Test (T) – Individual written test without consultation.

Final Project (P) – Practical project to implement a video game.

Laboratories (L) – Realization of practical implementation exercises.

Game Jam (GJ) – Design and implementation of a brief video game prototype under a certain theme in a short period.


Final grade calculation:

Final Grade = 15% L + 15% GJ + 35% T + 35% P

Minimum grades: 8.0 values ​​in all components (no rounding)


Alternative final assessment regime for Normal and Supplementary Seasons:

Final Project: A new work statement to be made during this season is available.

Game Jam: A new work statement / theme is made available during this season.

Lab: This component is replaced by a second Game Jam. The theme is available during this evaluation season.

Test: Students who fail the test must take the exam. For grade improvement, it is only possible to take an exam on the date of the supplementary season.


Alternative final assessment in Special / Alternative / PAEF Seasons

It is applied the same as indicated in normal and appeal seasons.

Melhoria de classificação

The improvement of practical components can be made in the alternative assessments provided whenever the work statement is different. In cases where the same work statement applies, and if there are students who wish to make these improvements, they should contact the course coordinator to obtain an alternative work statement.

The improvement of the regular season test or exam grade can be done at the supplementary evaluation period.
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