General information


Subject type: Mandatory

Coordinator: Adso Fernández Baena

Trimester: First term

Credits: 6

Teaching staff: 

Jordi Arnal Montoya

Teaching languages


The materials can be provided in Catalan as well as in Spanish or English.

Skills


Specific skills
  • E6. Develop video games in high-level programming languages ​​in graphics engines based on specifications.

  • E15. Design and plan quality assurance strategies, test and data analysis of video games and interactive products.

General competencies
  • G5. Develop the learning skills needed to undertake further studies with a high degree of autonomy.

Transversal competences
  • T2. Work as a member of an interdisciplinary team either as an additional member or performing management tasks in order to contribute to developing projects with pragmatism and a sense of responsibility, making commitments and taking into account available resources.

Description


The subject of Unity 3D presents the concepts of 3D video game programming using the Unity 3D engine in the framework of the subject of Development. Concepts such as camera controllers, character controllers or mathematics used in 3D programming are worked on. The course consists of theoretical sessions and practice sessions. In order to acquire the knowledge, the subject is evaluated on the one hand the practical part through the practices to be carried out during the course as well as the theoretical part through an exam. The practical part will be done in pairs and the exam will be evaluated individually.

This subject has methodological and digital resources to make possible its continuity in non-contact mode in the case of being necessary for reasons related to the Covid-19. In this way, the achievement of the same knowledge and skills that are specified in this teaching plan will be ensured.

The Tecnocampus will make available to teachers and students the digital tools needed to carry out the course, as well as guides and recommendations that facilitate adaptation to the non-contact mode.

Learning outcomes


At the end of the course students must be able to:

E6.1. Design the software architecture of a video game according to specifications.

E6.6. Develop 2D and 3D video games (or parts thereof) in high-level languages ​​on platforms and engines designed for this purpose.

E15.5. Develop quality and testing strategy, correct and adjust software.

Working methodology


The subject uses the following work methodologies:

Master class, seminars, case studies, collaborative learning, problem solving, question-based learning and small group laboratory.

Contents


Topic 1: FPS Game

  1. FPS Controller
  2. Weapon, shoot, ammo
  3. Shooting gallery
  4. AI
  5. Moving platforms
  6. Doors & keys
  7. dead zones

 

Theme 2: Portal Game

  1. Gravity gun
  2. Portal gun (Render target)
  3. Portal player
  4. Scripting events

 

Topic 3: Platform game

  1. Character controller
  2. Third person camera controller
  3. Moving platforms
  4. dead zones
  5. Enemies
  6. items
  7. HUD

Learning activities


With the aim of collecting evidence of the achievement of the expected learning outcomes, the following activities of an evaluative nature will be carried out (related to all the common competences):
 

A1. Laboratory practice: FPS (Evidence of learning outcome E6.1, E6.6, E15.5)

We will create an FPS from scratch and deal with all the basic elements that make it up.

 

A2. Laboratory practice: Portal game (Evidence of learning outcome E6.1, E6.6, E15.5)

From the previous practice we will add a modification that will change the gameplay and delve into other typical elements of the game such as scripting or additive loading of scenarios.

 

A3. Laboratory practice: 3D platforms (Evidence of learning outcome E6.1, E6.6, E15.5)

We will create a simple Mario 64 style platform game. We will place special emphasis on the character controller and the camera.

 

A4. Final exam (Evidence of all learning outcomes)
 

General criteria of the activities:

- The teacher will present a statement for each activity and the evaluation and / or rubric criteria.

- The teacher will inform of the dates and format of the delivery of the activity.

 

 

Evaluation system


The grade of each student will be calculated following the following percentages:

A1. Practice 1: SPF 20%

A2. Practice 2: Portal game 15%

A3. Practice 3: 3D Platforms 15%

A4. Final exam 50%

Final grade = A1 0,2 + A2 0,15 + A3 0,15 + A4 0,5

Considerations:

  • It is necessary to obtain a mark higher than 4 in the final exam to pass the subject.
  • An activity not delivered or delivered late and without justification (court summons or medical matter) counts as a 0.
  • It is the responsibility of the student to prevent plagiarism in all its forms. In the case of detecting a plagiarism, regardless of its scope, in some activity it will correspond to have a note of 0. In addition, the professor will communicate to the Head of Studies the situation so that measures applicable in matter of sanctioning regime are taken. .
  • A grade of more than 3 must be obtained in each of the internships, otherwise the suspended internship must be resubmitted.
  • A suspended practice may be recovered with a new delivery, but the maximum grade will be 5 in recovery delivery

Recovery:

  • It is necessary to obtain a mark superior to 5 in the final exam of recovery to pass the asignatura.
  • The mark of the resit exam will be applied only to the mark of the A4 activity.
  • In case of passing the recovery, the maximum final mark of the subject will be 5.

REFERENCES


Basic

Learning C # Programming with Unity 3D. Alex Okita.

Complementary

Web tutorial for creating games with the Unity engine.