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BHARATHIAR UNIVERSITY: COIMBATORE – 641 046
M.Sc. GAME TECHNOLOGY
For CPP/COP Students Admitted During the Academic Year 2015-2016 & Onwards)
SCHEME OF EXAMINATIONS – CBSC Pattern
Part
Course title
Inst
hrs /
week
Examination
Cre
dit
Du
rati
o
n
CIA
Un
i
Exam
TO
TA
L
SEMESTER - I
III Introduction to Programming 5 3 25 75 100 4
III Multimedia Fundamentals 5 3 25 75 100 4
III Visual Presentation 5 3 25 75 100 4
III Introduction to Graphics 5 3 20 55 75 3
III Information Architecture 4 3 20 55 75 3
III Introduction to Programming – Lab 3 3 40 60 100 4
III Elective 1 3 3 25 75 100 4
SEMESTER - II
III Vector Animation Techniques 5 3 25 75 100 4
III Introduction to Web Technology 5 3 25 75 100 4
III Introduction to Digital Audio 6 3 20 55 75 3
III Game Development Process 5 3 20 55 75 3
III 2D Animation – Lab 3 3 40 60 100 4
III User Interface Design – Lab 3 3 40 60 100 4
III Elective 2 3 3 25 75 100 4
SEMESTER - III
III Research Methodology 5 3 20 55 75 3
III Realtime 3D Design 6 3 25 75 100 4
III Mobile Technology 6 3 20 55 75 3
III Experience Design for New Media 6 3 25 75 100 4
III Mobile Technology – Lab 4 3 40 60 100 4
III Elective 3 3 3 25 75 100 4
SEMESTER - IV
III Game Engine 5 3 25 75 100 4
III Internship - - - - 100* 4
III Project Study - - - - 100* 4
III Elective 4 3 3 25 75 100 4
Total 2250 90
*For Project/Internship: 80% Marks for Report & Viva Voce 20% Marks.
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List of Electives:
Group A
Game Design:
Game Design
Game Art & Graphics
Game Level Design
Game Creation
Group B
Game Programming:
Software Program Management
Science for Gaming
Graphics Programming
AI for Games
Group C
User Interface:
Web Layout Design
Front-End Development
Responsive Web Design
Web Programming
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SEMESTER - I
INTRODUCTION TO PROGRAMMING
Unit-1
Fundamentals of Computers : Introduction – History of Computers-Generations of
Computers- Classification of Computers - Basic Anatomy of a Computer System-Input
Devices-Processor - Output Devices-Memory Management – Types of Software - Overview
of Operating System - Programming Languages-Translator Programs - Problem Solving
Techniques
Unit-2
Programming Basics: Programming Hello world - Data types - Variables - Constants -
Operators - Conditional Statements - Looping. Functions: Understanding Functions - pass
values to functions - recursive functions
Unit-3
C++ Key Data Concepts: Arrays: One Dimensional - Two Dimensional - Multi Dimensional
- Dynamic arrays. Pointers: - Pointers Advantage & disadvantage - Variable pointers
,Generating pointer to an array - Function Pointers - Array pointers - Pointers to Pointers -
Functions - passing pointers to functions - returning pointers - passing Arrays to functions .
User Defined Data types: Union & Enum - Structures
Unit-4
C++ and OOPS :Classes & Objects ; Encapsulation - Constructors & Destructors ;
Polymorphism – Abstraction - Virtual Function - Function Overloading & Overriding ;
Inheritance ; Constructors & Destructors ; Exception Handling - Templates
Unit-5
Standard Template Library: Containers - Sequences (vector, list, slist, deque) ; Container
Adaptors (Stack, Queue), Algorithms - Mutating Algorithms (Swap, Replace, Remove) ,
Sorting (Sort, Binary Search, Merge) ; Function Object - Random Number Generator ;
Iterators - Forward & Random Access - Data Structures Types - Linear Data Structure -
Array - Linked list, Stack, Queue, Sorting & Searching - Trees - Graphs - Shortest Path
Algorithm.
REFERENCES:
E. Balagurusamy, COMPUTING FUNDAMENTALS & C PROGRAMMING, Tata
McGraw-Hill, Second Reprint, 2008
Essential Reading Herbert Scheldt, The Complete Reference C++, Tata McGraw Hill,
2002
Bjarene Stroustrup, Programming: Principles and practices using C++, Addison-
Wesley Professional; 1 edition,2008
David Kruglinski .J, Programming with visual C++, fifth edition, Microsoft press,
1998
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MULTIMEDIA FUNDAMENTALS
Unit-1
About Multimedia – Uses of Multimedia in Business, schools, Home, other places – Text –
About Fonts and Faces – using text in Multimedia – Font editing & Design Tools – Using
Hyper text – searching for words – Hypertext tools
Unit -2
Images – Bitmaps – Vector drawings – 3D Drawing & Rendering – Color – Image File
formats – Sound – Digital Audio – Midi – Audio file formats – Adding sound to Multimedia
projects – Animation – The power of Motion – Principles of Animation – Animation
techniques – Animation file formats – Creating Animation
Unit-3
Video – Analog video – digital video – Codecs – video file formats – obtaining video clips –
Shooting – storyboarding – lighting- chroma keys – titles & text – non linear editing – the
stages of a Multimedia project – Hardware requirements – Software requirements – 3D
modeling & animation tools, Image editing tools, sound editing tools, video editing tools-
Authoring systems
Unit-4
Multimedia skills – project manager – designer – video specialist – audio specialist –
Multimedia programmer – planning and costing – process of making Multimedia –
Scheduling – Estimating – Bid proposals – Designing & producing – tracking – copyrights-
acquiring content – Ownership of content created for a project
Unit-5
Internet & Multimedia – History – Internetworking – The World Wide Web and HTML –
Multimedia on the web – Designing for the World wide web – Developing for the web – Text
for the web – Images for the web – Sound for the web – Animation for the web - video for
the web – Testing – Preparing for Delivery
REFERENCES:
Multimedia Making IT Work by Tay Vaughan, McGraw-Hill Osborne Media; 8
edition, 2010
Multimedia Foundations: Core Concepts for Digital Design by Vic Costello,
Susan Youngblood and Norman E. Youngblood, Focal Press, 2012
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VISUAL PRESENTATION
Unit-1
Design fundamental – Basics of Design – Characteristics of a good design - visual
composition – Elements of design – principles of design – creativity – fundamental of
creativity – importance of creativity – developing creativity
Unit-2
Colour theory – basics of colour theory – attributes of colour –colour wheel – colour
harmony – colour schemes – colour blending – additive model – subtractive model – colour
contrast – colour psychology – colour strategy – colours in printing
Unit-3
Typography- typeface anatomy – measurements – typeface classifications – type families –
spacing and alignment – selecting appropriate fonts – tips and techniques – Graphics –
importance of graphics – major classifications – image manipulation
Unit-4
Grids and layouts – role of grids – structure – grid system and templates – layouts – layout
guidelines – important parts of a page layout - factors influencing a layout – organizing
layouts – capturing readers attention - design process – approach - stages of design process
– demonstrations and guidelines
Unit-5
Planning the presentation – story telling – slide layout – Getting Audio & Visuals working
together – Text vs. Graphics – Bullet Points – Problem solving with simple pictures – Charts
– Animation -Fonts
REFERENCES:
Tina Sutton, Bride M. Whelan, The complete colour harmony, Leads Press, 2008
Dorothee Mella, The language of colour, Grand Central Publishing, 1988
David Jury,What is Typography? , RotoVision , 2006
Conway Lloyd Morgan, 20th Century Design: A Reader's Guide, Architectural
Press; illustrated edition edition , 2000
Lois Fichner-Rathus, Foundations of Art and Design,Wadsworth Publishing; First
edition , 2007
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INTRODUCTION TO GRAPHICS
Unit-1
Introduction to Interface – Starting Adobe Photoshop – Opening files – Using the Adobe
Bridge- Working with Bitmap images and vector graphics – Using the tools – Using the
Options bar and other panels- Undoing actions in Photoshop – Scanning images – Creating a
new file – Using the Layers panel – Using the Painting tools – Selecting color – Using the
editing tools –Selection Techniques – Saving selection as channels – Renaming layers –
Cropping & re-sizing images – Merging layers – Flatten image – Saving files
Unit -2
Understanding paths – About paths – Using the pen tool to select images precisely –
Combining multiple images – Adding Text – Using layer styles – Adding filters – Adding
filters – Advanced layer techniques – Layer masking – Editing layer masks – Clipping masks
– Understanding and using layer blending modes – Using smart filters – Using adjustment
layers –Sourcing images from scanner/digital camera – Understanding and using quick
masking – Saving the selection as a channel – Editing the alpha channel to make precise
selection – Using the color adjustment commands – Creating BG using pattern
Unit -3
Restoration & Retouching techniques – Red eye removal – Adjusting the contrast – Using the
dodge, burn and sponge tools (Whitening teeth, improving eyes and changing eye color) –
Enhancing make up – Softening skin –Color correcting skin (light, medium, dark both male
and female) – Converting color to b/w – Converting b/w to color
Unit -4
Interface introduction – Understanding the workspace – Working with the Tools panel –
Control panel – Working with panels – Changing the view of the artwork – Navigating
multiple art boards – Using the Navigator panel
Unit -5
Logo Designing – Retracing techniques – Digital Illustration – Symbols – Using the mesh
tool – Adding and deleting mesh points – Changing the color of mesh points – Advertisement
Designing– Poster Designing –Menu card designing –Package Designing
REFERENCES:
Lisa Danae Dayley and Brad Dayley. Adobe Photoshop CS5 Bible, 2010
Adobe Creative Team. Adobe Photoshop CS5 classroom in a book, Adobe Press, 1st
edition, 2010
Scott Kelby .The Adobe Photoshop CS5 Book for Digital Photographers, 1st edition,
2010
Adobe Creative Team. Adobe Illustrator CS5 Classroom in a Book, Adobe Press, 1st
edition, 2010
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INFORMATION ARCHITECTURE
Unit-1
About Information Architecture – What is Information Architecture? – Information
Architecture in a Project – Who does Information Architecture
Unit-2
Understanding People- Learning about Users – Analyzing user research – Communicating
about users – How people look for information – How people think about categories
Unit-3
Understanding Content – The content you have – the content you need – communicating
about content – content planning – classification schemes
Unit-4
Designing an Information Architecture – Information Architecture Patterns – Labels and
languages – How to create Information Architecture – Testing Information Architecture –
Communicating Information Architecture
Unit-5
Designing Navigation – Navigation core – Navigation extras – Designing navigation –
Testing navigation – Communicating navigation
REFERENCES:
A Practical Guide to Information Architecture by Donna Spencer & Derek
Featherstone, Five Simple Steps Ltd, 2010
Information Architecture for the World Wide Web: Designing Large-Scale Web
Sites, 3rd Edition by Peter Morville & Louis Rosenfeld, O'Reilly Media; 3rd edition,
2006
INTRODUCTION TO PROGRAMMING - LAB 1. Find the reverse of Given Number(Ex: 12345 becomes 54321)
2. Find the number of letters in the given string.
3. Find whether given number is palindrome or not.(Ex : 34543)
4. Write a C++ program to print the following by reading number of rows to be printed
from the user
*
*
* *
* * *
* * * *
5. Create a Structure called employee with the following details as variables within it
a. Name of the employee
b. Age
c. Designation
d. Salary
e. Write a C++ program to create array of objects for the structure to access these
and print the name, age, designation and salary
6. Write a C++ program to find the number of vowels present in the given character
array using pointer arithmetic.
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SEMESTER - II
VECTOR ANIMATION TECHNIQUES
Unit-1
Introduction to Animation – types of animation – traditional animation – stop motion
animation – computer animation – the traditional process – principles of animation : stretch
and squash – timing and motion – anticipation – staging – follow through and overlapping
action – straight ahead action and pose to pose action – slow in and out – arcs – exaggeration
– secondary action – appeal – solid drawing
Unit-2
Flash animation concepts: the timeline – symbols – tweening is only a tool – shape tweening
– motion tweening – easing in and out – hinging symbols – script writing: importance of
script – writing begins with an idea – conflict – anatomy of screenplay – scenes – slugline –
action – dialogue
Unit-3
Storyboard - creating a story board – basic camera shots – the extreme long shot – the long
shot – the mid long shot – the close up shot – the extreme close up – other useful camera shot
– cutaway shot – cut in shot – over the shoulder – point of view shot – noddy shot – camera
moves – zoom in/zoom out – truck in/truck out – camera transitions – the cut – fade in/fade
out – dissolve – blur, pan or zip pan
Unit-4
Audio – creating and importing audio into Flash – sound recording tips – consider your
sources – importing audio elements and managing audio files – editing audio in Flash – using
outside software – preparing the timeline for Audio – lip synching – basic cartoon phonetics
and vocalization – the vowels – consonant sounds – making words – Anime dialogue
Unit-5
Animation process– ball animation – animating the shadow – preparing the character for
animation – dissecting the body parts into separate symbols – creating symbols – set pivot
points – rigging – distribute to layers – creating the walk cycle – simple four leg walk
animation – turn around animation - creating scenes for an animated story – special effects:
special effects in Flash – flame effect – fire effect – simple water streams – rain
REFERENCES:
Bill Davis, Creating 2D animation in a small studio , GGC Publishing , 2006
Sandro Corsaro and Clifford J. Parrott, Hollywood 2D Digital Animation: The
New Flash Production Revolution ,Course Technology PTR; 1 edition , 2004
Tony White, Animation from Pencils to Pixels: Classical Techniques for the
Digital Animator , Focal Press; 1 edition, 2006
Steve Roberts, Character Animation: 2D Skills for Better 3D,Focal Press;
Second edition, 2007
Hedley Griffin, The Animator's Guide to 2D Computer Animation, Focal
Press,2000
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INTRODUCTION TO WEB TECHNOLOGY
Unit-1
Web Standards: Web Standards - Overview – History - Standardization Process- standards
publications and Bodies – Non – Standard and vendor Proprietary pressures - Web
Standards, Web standard comparison - Introduction: Introduction to Elements - Basic Tags –
Text – Formatting – Attributes – Font – Text Links – Comments – Lists – Tables – BG Color
– Color Codes – Color Chart – Background - Web Forms: Forms – Input – Text Fields –
Password – Reset – Submit – Checkboxes – Radio – Select – Hidden Fields – Text Areas
Unit-2
Special Tags: Body - Music Codes - Video Codes - Meta - Style - Div - Layouts -
Frames - Entities - Scripts - Formatting Tags : Bold - Paragraphs - Headings - Line Breaks -
Horizontal Rule - Email - Italic - Code - Superscript - Subscript - Image: Adding Graphics in
the Web page using image - using Source - control size of Image - ALT content of the image
- Inline Image - Floating Image - Border of image - Manage Horizontal and Vertical Space of
the image -Image as Hyperlink - Creating Image Map - Creating Animated Images.
Unit-3
Style Sheet: Introduction to Style Sheet - Id & Class – Styling : Backgrounds – Text – Fonts
– Links – Lists – Tables - Box Model – Border – Outline – Margin – Padding -
Grouping/Nesting – Dimension – Display – Positioning – Floating – Align - Navigation Bar -
Image Gallery - Web Programming : Introduction to Web Programming - Popup boxes - Data
type conversion - Functions in Web Programming - Validation Using Web Programming -
Working with Arrays - Events in Web Programming - Image Swaps Graphical Navigational
Bar – Rollovers - Pre Caching - Changing Buttons - Interactive Image Maps
Unit-4
Web Programming document object model - Event handling - Window object - Document
object - Browser object - Form object - Navigator object - Screen object - Built in object -
User defined object – Cookies - Anchor tables - links - check and radio button - Hyper link -
Check box list, radio button list - Dropdown list - List box - Data grid - Request and response
object – Web Programming Links to Manipulate the Layer Object (hide and show content,
positioning) - Constructor Custom Objects
Unit-5
Introducing Markup Language - Discovering new features in Markup Language -The benefit
of creating Markup Language games - Getting Started with DOM - Based Game
Development - Setting Up Your Development Environment – Markup Language and Web
Programming essentials - Video - Video/DOM – Audio - Drag and Drop – Canvas - SVG -
Canvas vs. SVG - Geolocation - Form Elements - Form Attributes - Web Storage - App
Cache - Web Workers - The benefit of creating Markup applications
REFERENCES:
Eric T Freeman, Elisabeth Freeman, Elisabeth Robson, Head First HTML with CSS
& XHTML, O'Reilly Media; First Edition, 2005
Elizabeth Castro , HTML, XHTML, and CSS, Peachpit Press; 6 edition . 2006
Wendy Willard, HTML A Beginner's Guide, McGraw-Hill Osborne Media; 4 Edition,
2009
Eric A. Meyer, CSS: The Definitive Guide, O'Reilly Media; Third Edition , 2006
David Sawyer McFarland, CSS3: The Missing Manual (Missing Manuals), O'Reilly
Media; Third Edition, 2013
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INTRODUCTION TO DIGITAL AUDIO
Unit-1
Tools of the Trade – Computers – Interfaces – Software – Sequencers - Multi-track Systems -
Sound Editors – Mastering – Loop Software - Sound Modules/Keyboards - Sound Hardware
– Amplifiers – Preamplifiers – Integrated amplifiers – DAC
Unit-2
Digital Audio – Sampling and sampling rate – WAV files - Making Digital Audio Files -
Setting Proper Recording Levels - Editing Digital Recordings - File Size vs. Quality – Audio
Audio Formats - MIDI - How MIDI Works – WAV – WAV & RIFF advantages –
Compression techniques – Lossy compression - MP3- Lossless compression - FLAC
Unit-3
Composing vs. Sound Design – Music Vs Sound - Game Music Varieties - Intro, Closing,
and Credit Sequences - Cinematic Sequences - Menu Screen Music - Game Play Music -
Interactive Music – Loops - Ambient Tracks
Unit-4
Introduction to Multichannel Audio - A Short History of Multichannel Audio - Do We Want
Multichannel Music Playback? - How to Get Multichannel Audio in Your Home -
Loudspeaker Types and Placement - Bass Management - Calibration - Multichannel Playback
from 2-Channel Sources
Unit-5
Introduction to Realtime Audio – Hostory of game audio – melody – folly – Positioning
audio – mono and stereo clips - game audio as stereo – mixers in game – direct sound and
other sound middleware’s – sample audio direction
REFERENCES:
Aron Marks, The Complete Guide To Game Audio, CMP Media LLC, First Edition,
2001
Robert Harley, The Complete Guide to High-End Audio, Acapella Publishing, 4th
edition . 2006
Mason McCuskey , Beginning Game Audio Programming, Premier Press; First
Edition, 2003
Ken C. Pohlmann, Principles of Digital Audio, Sixth edition, McGraw-Hill, 2010
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GAME DEVELOPMENT PROCESS
Unit-1
Introduction - Game Business - Random Statistics - Hit-Driven Entertainment Business -
Game Companies - Structure - Timeline - Growth in online - Groeth in mobile - Shape of
Industry - Hardware companies - software companies - Developer - Publishers - Distributors
- Retailers
Unit-2
Business Models - Money from game sales - Internet games- Initial game - Monthly fee-
Console developers – Proprietary media delivery – money on consoles - Charge fee for each
game sold - Tool developers- engines - middleware - Contract services - Motion capture - art
- cut-scenes - audio
Unit-3
Developing Your Idea- The Player’s Perspective - Gathering the Team - Creating a
Production Schedule- Beginning Construction: During Production- Testing and Acquiring
Feedback - Remodeling and Closing: Ending Production - The game producer - Tasking-
Scheduling- Meetings- Communication - Be visible - Be reachable - Everyone is unique
Create efficiency - What NOT to do as a Producer - Don’t create unnecessary work - Don’t
be afraid to ask questions - Don’t forget to follow-up
Unit-4
The Game design document - Game Concept Document - Game Design Document - Game
Foundations - Game Features - The Essence of the Gameplay - Characters - Gameplay
Elements - AI needs - User Interface - Navigational Chart - Functional Requirements -
Objects of the User Interface - Graphics and Video - Graphics and Animations - Animated
Insertions - Sounds and Music - General Description- Sound Effects - Music- Plot - Level
Description
Unit-5
Technical Design Document - UML diagrams - business process diagrams - data model
specifications- Game process flow diagrams - Games IA - data types/structures required -
specific algorithms that a component employs- State charts - Game Physics handling - Game
AI handling - Statistics - Game performance and technology relations - Game Architecture
Diagram
REFERENCE:
Erik Bethke, Game Development and Production, Wordware publishing, 1st edition,
2003
Andrew Rollings, Dave Morris, Game Architecture and Design - A New Edition,
New riders, 1st edition, 2003
Andrew Rollings, Ernest Adams, Andrew Rollings and Ernest Adams On Game
Design, New riders, 1st edition, 2003
J.Raessens and J.Goldstein, Handbook of Computer Game studies, The MIT Press,
2005
A.Sears and J.A.Jacko, The Human-Computer Interaction Handbook, 3rd
Edition,
CRC Press, 2012
David Lightbown , Designing the User Experience of Game Development Tools,
CRC Press, 2015
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2D ANIMATION - LAB
1. Create an appealing two leg walk cycle for a boy cartoon character
2. Create an appropriate background for the character to live in
3. Create a prototype UI for a mobile application with all necessary and required
animation
4. Create a prototype UI for a Game application with all necessary and required
animation and audio
USER INTERFACE DESIGN - LAB
1. Enhance the color in the given photograph
2. Crop the given photographs appropriately. Adjust the color if required
3. Correct the brightness and contrast in the given photograph
4. Restore and retouch the given photographs
5. Create a photo montage for the following themes – Cultures of India, Obey Traffic
rules, Bio Diversity
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SEMESTER - III
RESEARCH METHODOLOGY
Unit-1
Introduction to Research – Meaning of Research – Objectives of Research – Characteristics
of research - Types of Research – Research Approaches – Significance of Research –
Research process – criteria of good Research – Research methods Vs Methodology –
research and scientific methods – how research is done
Unit-2
Reviewing the literature – search for existing literature – review the literature selected –
develop a theoretical framework – develop a conceptual framework - Research Problem –
Selecting the Problem – Defining the Problem – Research Design – Variables – definition of
variables – difference between a constant and variable – types of variable
Unit-3
Hypothesis- definition of a hypothesis – functions of hypothesis – Characteristics of
hypothesis – types of hypothesis - Sampling Design – Implications of Sampling Design –
Steps in Sampling Design – Criteria of selecting a sampling procedure – Types of Sampling
Design –
Unit-4
Methods of Data collection – Collection of Primary Data – Observation Method, Interview
Method , Questionnaires Method , Other methods of data collection – Collection of
secondary data – selection of Appropriate Method for data collection - Processing and
Analysis of Data – Processing Operations – Elements and types of analysis – statistics in
research
Unit-5
Interpretation and Report Writing – Meaning of Interpretation , Technique of Interpretation –
significance of Report Writing - Different steps in writing report – layout of the research
report – types of research report – Evaluation – intervention – development – evaluation
process , types of evaluation from a focus perspective. Criticism in Games – Keeping track of
trends – forming opinions - presenting discussions – computer ethics – player game
interactions
REFERENCES:
Richard Rickitt and Ray Harryhausen, “Special Effects - The History and
Technique, Billboard Books”, Second edition, 2007
Colin Dempsey, “The Ultimate Encyclopaedia of Mythical Creatures, Barnes and
Noble Books”, 2006
Steve Katz , “Film Directing Shot by Shot”, Michael Wiese, 2004
Block et al. Managing in the Media, Focal Press, 2001
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REALTIME 3D DESIGN
Unit-1
Introduction to user interface – working in 3D – views –the maya workspace - creating
manipulating and moving objects – perspective and orthographic windows – creating curves
– editing curves – attaching and detaching curves – inserting knots – reverse curve direction -
– adding points to a curve – using curve editing tool
Unit-2
Editing nurbs - Creating polygons –append polygon tools – Combine – polygon Booleans –
mirror geometry – polygon smooth tool –subdivision surfaces – polygon reduction – the cut
face tool – extruding polygon faces and edges– Rules of 3D modelling for Games - Maya
scale and grid factor - Creating Basic Props- Simple Model making and pipeline for
importing to engines
Unit-3
Character polygon modeling with LOD – Modeling – Texturing Basics - hyper shade – UV
mapping - understanding Materials and textures – Creating basic texture maps – Normal map
– Ambiet maps - texturing methods - Texturing the Props and character – Kit bashing –
Texturing elements and objects
Unit-4
Rigging – joints and tools –- ik - Fk – spline ik – Types of Constrains – Deformers and its
types – Set Driven key process - Skinning – Types of Skinning – Rigging a basic character -
Adding joints to the character – Adding control curves and linking to character – Skinning
the character – Testing the character functions - Baking the character for engine
Unit-5
Traditional animation fundamentals – the wave principle – overlap – using the time slider –
setting playback range – setting playback speed – setting keyframes – auto key – keyframe
options – channel control – editing keyframes – editing timing of keyframes – editing in-
betweens – changing a key pose – moving and scaling keys – cutting, copying and deleting
keys – using breakdowns – animation types – using graph editor – Basic character animation.
REFERENCES:
Learning Autodesk Maya 2008, Foundation by Autodesk Maya Press, Sybex,
2007
Maya Professional Tips and Techniques by Lee Lanier, Sybex , 2007
Mastering Maya 2009 by Eric Keller, Eric Allen, and Anthony Honn, Sybex;
Pap/DVD edition, 2009
Introducing Maya 2009 by Dariush Derakhshani, Sybex; Pap/Cdr edition , 2009
The Maya, Seventh Edition (Ancient Peoples and Places) by Michael D. Coe,
Thames and Hudson; 7 edition, 2005
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MOBILE TECHNOLOGY
Unit-1
Introduction - OOPs Concepts : Class and Objects - Data Abstraction and Encapsulation –
Inheritance - Polymorphism - Dynamic Binding - Message Passing - Tokens Of Java:
Keywords –Identifiers – Operators - Character set – Separators - Data Types - Control
Statements : Conditional Statements – Arrays: Types of Arrays - Operation with arrays -
Type Casting and Wrapper classes - Math and String Class - Class and Objects –
Constructors
Unit-2
Inheritance - Polymorphism : Method Overloading and Overriding - Abstract and Final
classes - Introduction to Collections and Generic Classes – Array List – Stack – Vectors –
Enumerations – Date - Thread Management - Main Thread – Creating a Thread -
Multithreading – Inte Thread Communication - Synchronization – Join – Yield -
Introduction to Interfaces – Virtual Method - Introduction to Exception Handling - Types of
Exceptions – Windows Applications – AWT Components – Introduction to Swing
Unit-3
Introduction: Overview of open source - License Issues - MPL – GPL – LGPL etc., -
Contrasting and comparing open source vs. traditional development methodologies - Mobile
Application Development Overview - Mobile Devices Profiles - Mobile Software - Options
for development - Targeting Android : The Big Picture - Introducing Android - Stacking up
Android - Booting Android Development - An Android application - Development
Environment - The Android SDK - Building an Android application in Eclipse - The Android
Emulator – Debugging
Unit-4
User interfaces - Activity Life Cycle - Creating the Activity - An Overview of User interfaces
- Selection Widgets - Date and Time Tabs - Using Menus - Using Fonts - The Web View and
the Web Kit Browser - Dialog Boxes: Alert Dialog & Toast - Using resources - Intents and
services - Working with Intent classes - Listening in with broadcast receivers - Building a
Service - Performing Inter Process Communication - Storing and retrieving data - Using
preferences - Using the File System - Persisting data to a database - Working with Content
Provider classes
Unit-5
Multiple Activities-Threads-Messages Between Threads- Handlers -Services -App Widgets-
Alerts-User Interface Layout -Resource Directories and General Attributes -Text
Manipulation-Other Widgets- User Interface Events-Event Handlers and Event Listeners -
Advanced User Interface Libraries- Implementing Game Play Components – Introduction to
iOS – Porting games in iOS
REFERENCES:
J. F. DiMarzio, Practical Android 4 Games Development, Apress, 1st Edition, 2011
Vladimir Silva, Pro Android Games, Apress; 2nd Edition, 2012
James Steele, Nelson To, The Android Developer’s Cookbook, Addison-Wesley
Professional, 1st Edition , 2010
Jayme Schroeder, And Engine for Android Game Development Cookbook, Packt
Publishing, 2013
Mark L. Murphy, Beginning Android 2, Apress, 1st Edition, 2010
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EXPERIENCE DESIGN FOR NEW MEDIA
Unit-1
Visual design – Contrast – Repetition – Alignment – Proximity – Paper prototype –
Prototyping not paper drawing – Adding interactivity tot paper prototyping - What makes a
good persona? - Anatomy of a good persona- how to create personas in power point -
Communication errors - Be visible - Be precise - Give constructive help - Speak the user’s
language - Don’t blame the user - Don’t be stupid
Unit-2
Card Games for Information Architects - Exploratory card sorting - Tree test - Trigger word
elicitation - Web board - Function familiarity test - Task model - when to create - what you
are communicating - How to create task models in power point - User Journeys - what makes
a good user journey - when to create a user journey - the anatomy of a user journey - Validate
user journey - Create a user journey in PowerPoint
Unit-3
Design principles for wire frames - Structure and style - Visual heat -when to use color - Feel
- Stepping back to help focus - Create wire frames in PowerPoint - How Mobile Wire
framing Works - Representing Inputs - Representing Gestures - Representing Motion -
Representing Multiple Devices - Representing Responsive Design
Unit-4
Usability Test reports - What makes a good test report? - When to create a test report -
Anatomy of the perfect test report - What makes a good funnel diagram- When to create a
funnel diagram - What are you communicating? - Anatomy of a funnel diagram - Games are
user experiences too - The Elements of Player Experience - A Playful Model
Unit-5
Mobile UX - Technology - Users - User Experience - Mobile Use Is Not Desktop Use -
Mobile Users Are Not Your Desktop Users - You Cannot Fit Everything On One Screen -
Customers Determine Your User Mobile Experience - Rethink Hyperlinking -
Understanding The Device - Prototype in Mobile - Paper Prototyping - Desktop Prototyping -
Using The Device To Prototype
REFERENCES:
Adrain Mendoza, Mobile User Experience, Morgan Kaufmann, 1st Edition, 2014
Richard Caddick,Steve Cable, Communicating the User Experience , John Wiley and
Sons Publication; 1st Edition, 2011
User Focus Group, Bright Ideas for User Experience Designer, Userfocus, 1st Edition
, 2010
Regina Bernhaupt , Evaluating User Experience in Games Concepts and Methods,
Springer,1st Edition, 2013
Noah Schaffer, Katherine Isbister, Game Usability: Advancing the Player
Experience, CRC Press, 1st Edition, 2008
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MOBILE TECHNOLOGY - LAB
1. Write a program showing the implementation of inheritance.
2. Write a program explaining the application of thread mechanism
3. Write a program explaining the application of exception handling
4. Write a program showing the life cycle of an activity. And showing the result when
pressing the back and menu buttons
5. Create an activity as a dialog box.
6. Program navigating from one activity to another.
7. Create an app implementing accelerometers.
8. Create an app implementing SMS sending and receiving
SEMESTER - IV
GAME ENGINE
Unit-1
Fundamentals of game engine – defining a game engine –analysis and exploration of concept
– exiting game engines – philosophy and idea behind game engines – advantages of game
engines – game engine development and framework – Game engines in industry today
Unit-2
Game engine terminology – game graphic and common graphics terminology – learning
features of game engines – comparing the game engines – common elements across the
engines – rendering speed – fps – Mipmapping – LOD – Ambient light – Game editor –
Procedural texture - shaders – Brushes and meshes – static meshes – particle system
Unit-3
Introduction to scripting – difference of scripting and programming – scripting languages –
Game engines and their scripting languages – Unity and Java script – About unity – Unity
advantage – Unity interface – introduction to mono develop – other editors – UniSci – Unity
pipeline – Art and script integration pipeline – Unity game execution architecture
Unit-4
Scripting fundamentals – Introduction to JavaScript for unity – Difference between
JavaScript for unity and JavaScript for Web – Update function – Awake function – Start
function – Console – debugging options – program structure – adding scripts new script –
executing the scripts – variables and constants – writing the first program – explaining flow
chart – execution procedure – understanding the operations
Unit-5
Introduction to data types – understanding scope- control statements – looping statements –
where loop is not allowed – why it is not allowed – message passing options –
communicating to components – GUI text component – understanding dot syntax – access
and change component name – script directives
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REFERENCES:
Andrew Rollings, Dave Morris, Game Architecture and Design: A New Edition, New
Riders Publishing, 2004
Adam Watkins, Creating Games with Unity and Maya: How to Develop Fun and
Marketable 3D Games, Focal Press, First edition, 2011
Volodymyr Gerasimov, Devon Kraczla, Unity 3.x Scripting, Packt Publishing, 2012
Sue Blackman, Beginning 3D Game Development with Unity 4: All-in-one, multi-
platform game development, Apress, Second edition, 2013
INTERNSHIP
The student is required to undertake internships in this semester and submit a report.
PROJECT STUDY
Guidelines for Project Study for Post Graduation:
i) Conceptualization of Subject and Research Problem (10marks)
ii) Analytical Presentation of Review of Literature (20 marks)
iii) Presentation of Methodology (20 marks)
iv) Data Analysis and Discussion (10 marks)
v) Final Draft and Presentation) (15 marks)
--------------
Total 75 marks
Chapters
1. Introduction
2. Review of Related Literature
3. Research Methodology
4. Analysis and interpretation
5. Discussion and Conclusion
Bibliography
Viva-voce
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ELECTIVES: GROUP A: GAME DESIGN
1. Game Design
2. Game Art and Graphics
3. Game Level Design
4. Game Creation
SEMESTER I PAPER-1: GAME DESIGN
Unit-1
Fundamentals of game design – Definition of Game – Game taxonomy – Old games – Play –
Why Play – Play types – Party – Co-op – single – versus – Traditional games – Game
structure – Play and player actions – Challenge and goals – Conflict – Interactivity – Fun
factor – Digital games – Deconstructing games – Learning curve
Unit-2
Fundamentals of board game design – Idea generation – mind tools – brainstorming- idea tree
– mind map – scamper- metaphors- visual metaphors- representation- board game study –
deconstruction – dynamics – progression – mechanics – substitution- combination –
innovation – materials – digital artefacts
Unit-3
Fundamentals of exhibition design – skill sets – element of chance – element of skill –
element of strategy – space planning – instruction design – visual design – theme design –
ideation – prototyping – play testing – decoration – finalization - presentation
Unit-4
Fundamentals of Game story and book design – game story – Linear stories – non linear
stories - interactive stories – story structure – story branching – best stories for games – Mono
myth – Character Archetypes – branching – flow boarding – emergent stories
Unit-5
Introduction to Digital games – types - genres – platforms – pipeline – development cycle –
roles and responsibilities – industry – common players in industry – styles of development –
Introducing InDesign – interface – layout and text styles – inserting images and text wrapping
– master page setup – setting columns and margins – adding and removing pages – auto page
numbering –link pages - exporting to different formats
REFERENCES:
Chris Crawford, Chris Crawford on Game Design, New Riders Publishing, 2003
Adobe Creative Team, Adobe InDesign CS6 Classroom in a Book, Adobe Press, First
edition, 2012
Tracy Fullerton, Christopher Swain and Steven Hoffman, Game Design Workshop:
Designing, Prototyping, and Playtesting Games, CMP Books, 2004
Tom Meigs, Ultimate Game Design: Building Game Worlds, McGraw-Hill Osborne
Media, First edition, 2003
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SEMESTER II PAPER-2: GAME ART & GRAPHICS
Unit-1
How Art Is Displayed - Working with Pixels - Using Painting Programs -Using Brushes -
Using Filters - beginning to draw on computer - Using Illustration programs - Working with
Vector-Drawing Programs - Understanding Graphiucs hardware - Understanding resolution -
Video Graphics Adapter (VGA) - Super Video Graphics Adapter (SVGA) - HD screens -
Aspect Ratio - Refresh Rate - Gamma Level
Unit-2
Learning about Textures - Color in Textures - Roughness in Textures - Translucency in
Textures - Reflectivity in Textures -Surface Luminance in Textures -Creating Textures -
Painting Textures -Using Photographs for Textures -Tiling Textures - Creating a Door
Texture - Image Compression - Lossless Compression - Lossy Compression - Essential
Graphic File Formats - Important Graphic File Formats - Modular Design
Unit-3
Game Interfaces - Color Space - Color Palettes - Planning a Color Palette - Game Audience -
Game Appearance - Game Mood - Color Reduction - Palette Optimization - Dithering -
Straight Color Remapping - Game Text Font - Type and type rules- Open type fonts and true
type fonts
Unit-4
Concept Art - Game Creative Statement - Artwork Orientation - Target Platform - Artwork
Screen Resolution and Playfield Size - Shape and form - Light and shadow - Texture - Color
- Perspective - Still-life drawing - Figure drawing - Environment design - visual measuring
tools
Unit-5
2Danimation - How Does Animation Work? - Creating a Simple 2D Animation- Motion
Lines - Motion Angles - Key-frames - Weight and Gravity - Flexibility - Secondary Actions
Cycles and Loops - Tempo - Creating Character Animation - Creating Atlas textures -
Creating billboard - animated billboards - particle effects - Sprite Properties - Grid Squares
REFERENCES:
Les Pardew, Game Art for Teens, Premier Press, 1st Edition, 2004
Ari Feldman, Designing Arcade Computer Game Graphics, Wordware Publishing,
2001
Luke Ahearn. 3D Game Textures Create Professional Game Art Using Photoshop
Focal Press , Second Edition, 2009
Chris Solarski, Drawing Basics and Video Game Art: Classic to Cutting-Edge Art
Techniques for Winning Video Game Design, WatsonGil Publications, 2012
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SEMESTER III PAPER-3: GAME LEVEL DESIGN
Unit-1
Level design Theory - Planning Game environments and Level designs- Level design editors
- Ideation for level design- by using Books, Architecture, Photography - Purpose and Feature
of the level - Location and Environment setting - References for a level - Level design based
on the Story - Objectives and Obstacles - layout design .
Unit-2
Top down layout - Focal points - Visual development - Level creation list - Preproduction
Blueprint for a Level. Level design Work flow - Ideation - Visualizing and Sketching -
Blocking - Texture creation - Detailing - Lighting - Adding objects - Setting a gameplay.
Unit-3
Map creation - Postmortem of a Map - Game play : Flow, Pacing and Balance - Designing a
Multiplayer Map layouts - Gameplay principles - Pathways - strategy and choices - choke
points -Balancing the multiplayer map.
Unit-4
Single Player level design - Elements of single player level design -Story and Environment -
Relationships- Moral decision – visualization fundamentals – Moodboard – Reflections and
journals – concept development
Unit-5
Game world creation Using engine - Creating simple environment – Adding defined Game
play functionality - Material and Textures - landscapes - 3D Mesh importing – static meshes -
- Light mapping - Making a simple collectable game in engine.
REFERENCES:
Adam Watkins, Creating Games with Unity and Maya: How to Develop Fun and
Marketable 3D Games, Focal Press, First edition, 2011
Volodymyr Gerasimov, Devon Kraczla, Unity 3.x Scripting, Packt Publishing, 2012
Sue Blackman, Beginning 3D Game Development with Unity 4: All-in-one, multi-
platform game development, Apress, Second edition, 2013
Michelle Menard, Game Development with Unity, Cengage Learning PTR, First
edition, 2011
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SEMESTER IV PAPER-4: GAME CREATION
Unit-1
Creating 2D games with GUI component – unity GUI component – Handling GUI
applications – Handling visual feedback – Handling audio feedback – Handling sessions –
Handling BG – Handling levels – Level art specification – Build settings – Timer script and
Rollover script – control visibility – finalise and fix score
Unit-2
Creating 2D games with 3D components – Understand DxBall – rigid body component –
physics setup and preference – axis lock – physics material – Texture and shader sample –
create instances – destroy and add score – create particle system – collision test – game end -
saving high score
Unit-3
Introduction to Unity3D and Game – understand pipeline – Game asset – texture – sound -
Unity3D and Maya Integration for prefab – Using built-in components – modelling
environment using terrain tool – terrain size and scale – map size and player size – adding
trees and details
Unit-4
Creating models in Maya – Mesh and surface direction – polygon concepts and graphic card
renders – creating static mesh – texturing and normal mapping – creating shaders in Unity
and creating prefab – Giving meshes score value – handling triggers and colliders – placing
object in Unity
Unit-5
Unity finalisation – build setting correction – config dialog box – Icon editing - Audio editing
– creating levels – moving player between levels – adding simple enemy characters –
animating player character – splitting cycles for idle, run and walk – saving score and
integrating GUI – publish settings
REFERENCES:
Adam Watkins, Creating Games with Unity and Maya: How to Develop Fun and
Marketable 3D Games, Focal Press, First edition, 2011
Volodymyr Gerasimov, Devon Kraczla, Unity 3.x Scripting, Packt Publishing, 2012
Sue Blackman, Beginning 3D Game Development with Unity 4: All-in-one, multi-
platform game development, Apress, Second edition, 2013
Michelle Menard, Game Development with Unity, Cengage Learning PTR, First
edition, 2011
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ELECTIVES: GROUP B: GAME PROGRAMMING
1. Software Program Management
2. Science For Gaming
3. Graphics Programming
4. AI For Games
SEMESTER I PAPER I: SOFTWARE PROGRAM MANAGEMENT
Unit-1
What is Pseudo Code - Properties of an Algorithm - Algorithm logic - How to write a typical
algorithm - Importance of Flowchart - Flow chart symbols - Classification of Algorithms -
Limitation of flow charts - Problem Solving & Decision Making techniques - Introduction to
Agile Game Development - The Crisis facing game development - Agile development -
Scrum, Sprint, Agile Planning - Video Game project planning - Teams, Agile Technology -
Agile QA and Production
Unit-2
SWOT Analysis - Costing & Estimation - Introduction to Agile Game Development - Getting
into Game - Requirements to be analyzed before getting into the project - Risk analysis
before starting the project - Development Strategies - Team Work - Process Management -
Release and Planning - Documentation with a sample Documentation
Unit-3
Project - Project Management - Concept and characteristics of a project - importance of
project management - types of project - project life cycle - Stages of Project - Statement of
Work - Work Breakdown Structure - Project Planning and Scheduling techniques -
developing the project network - Limitations - Flow chart – Gantt Chart - budgeting –
preparing estimates - Resource Scheduling - Resource allocation method - splitting and
multitasking - Multi project resources scheduling
Unit-4
Project performance Measurement and Control - Monitor and assess project performance -
Schedule - and cost – performance measurement - Methods to monitor - evaluate - and
control planned cost and schedule performance - Managing Project Teams - Team
development process - Team building process - project team pitfalls – team role – team
dynamics – communicating with Team – working within the organization
Unit-5
Project Quality Management - Concept of project quality - Responsibility for quality in
projects - quality management at different stages of project - tools and techniques - Quality
Management Systems - TQM in projects
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REFERENCES:
Clifford F Gray, Erik W Larson, “Project Management-The Managerial Process” Tata
Mcgraw-Hill Publishing Co Ltd
Jack Meredith, Samuel J. Mantel Jr. “Project Management- A Managerial Approach”
John Wiley and Sons
John M Nicholas “Project Management For Business And Technology” Prentice Hall
Of India Pvt Ltd
James P Lewis “Project Planning, Scheduling And Control” Tata Mcgraw-Hill
Publishing Co Ltd
SEMESTER II PAPER II: SCIENCE FOR GAMING
Unit-1
Game Physics : Basic Physics – Movements, Speed & Velocity , Sprite Movement,
Acceleration & De-acceleration ; Angle of Rotation; Basic Trigonometry; Collision
Detection - Elastic Collision , Rectangle Collision , Circle Collision , Pixel Collision ; Motion
& Scrolling - Motion, Vertical, Horizontal, Projectile, Scrolling , Parallax Scrolling ; 2D
Particle System.
Unit-2
Physics and Maths included in the modules. Maths in Game Engine: Vector values,
Conversion to MKS. Physics in Game Engine:- Gravity, Sleep. Definitions:- World, Body
and Fixture definitions. Fixture:- Restituion, density and friction. Body:- Types of body.
Adding dynamic,kinematic and static bodies.Shapes:- Circular and polygon shapes. External
forces:- Linear Velocity, Impulse and Force. Getting the mass and time values.
Unit-3
Image:- Adding images as background - static and then dynamically to the world - Joints:
Revolute – Mouse - Gear joints - FPS: Adding frames for simulation as reality - Events :-
Mouse and key board events - Touch and drag - Click events and creating new elements -
Creating and then removing the shapes and bodies.
Unit-4
Introduction to Computer networks: LAN,WAN, IEEE 802 standards, LLC, MAC layer
protocols – CSMA/CD Ethernet, Token Bus, Token Ring, X .25 Protocols, Architecture And
Layers of Protocol, Repeater, Bridge, Routes and Gateways, Routing Algorithms.
Introduction to wireless and mobile networks: WLAN and its acceptance, History and
evolution of mobile radio systems, Types of mobile wireless services/systems – Cellular,
WLL, Paging, Satellite systems, Standard, Future trends in personal wireless systems.
Architecture of CDMA, GSM and WCDMA
Unit-5
Network security and firewalls - client server network security - firewalls and network
security - data and message security - encrypted documents and electronic mail. The internet
as a network infrastructure. Security over wireless and Bluetooth, Private key and public key,
PIN based handshaking protocol, WEP, WPA and WPA2
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REFERENCES:
Wendy Stahler Beginning Math and Physics for Game Programmers , New Riders ,
2004
Jouni Smed ,Harri Hakonen Algorithms and Networking for Computer Games ,
Wiley; 1 edition , 2006
R. Kalakota and A. B. Whinston, Frontiers of Electronic Commerce, Addison Wesley,
1996.
Behrus A. Forouzan etal, “Data Communication and Networking”, 2nd Edition, Tata
McGraw-Hill, 2000.
K. Feher, Wireless Digital Communication, Prentice Hall of India, New Delhi, 1995.
SEMESTER III PAPER III: GRAPHICS PROGRAMMING
Unit-1
Trignometry: Trignometry functions, Trignometry identities, Problems in Trignometry;
Vector Algebra Vectors, Vector vs Scalar, Coordinate System, Vector addition and
subtraction, scalar multiplication, Length and unit Vectors, Dot product, Cross product;
Matrix Algebra - Matrix Multiplication, Transpose of a Matrix, Transpose of a Matrix,
Identity Matrix, Inverse of a Matrix, Translation Matrix, Rotation Matrix, Scaling Matrix;
Transformations - Basic Transformations, Transformation functions; Analytical geometry –
Two dimensional analytical geometry, points and distance, straight lines, lines, circles,
ellipses, parabola, solid geometry plane
Unit-2
Fundamentals of API : Introduction, History of Different types of APIs, Advantages of API,
What is a Graphics Library API; Window creation : Introduction, Event, Multitasking,
Handling user events, Windows Procedure, Window Properties, Client / Display Area,
Creating Window; Introduction to Graphics Library: Right hand and Left hand Coordinate
system, Rendering pipeline.
Unit-3
Introduction to Buffers: Computer Memory, Buffer Memory, Types of Memory Buffers,
Multiple Buffers, Depth Buffer, Color Buffer, Vertex and Index Buffer; Drawing objects:
Polygon using Buffers, Applying Color, Texturing; Lighting: Types of Lighting; Sprite and
Movements; Transforming Objects: Model View Projection Matrices, AABB, Collision;
Blending; Multi-Threading.
Unit-4
Flexible Camera Class - Functionalities of camera - Basic Terrain Rendering – Creating a
Heightmap - Loading a Model - Generating the Terrain Geometry - Computing the Vertices –
Computing the Indices - Multiple Lighting – Walking on the Terrain - Sky Box - Sun Flare -
Particle System - Particles and Point Sprites – Structure of Particles – Point Sprite and
Render States - Particle System Components - Randomness of Particles - Concrete Particle
System.
Unit-5
Picking - Computing the Picking Ray - Transforming Rays - Ray - Object Intersections -
Shaders - High Level Shading Language - Writing an HLSL Shader – Compiling an HLSL
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Shader - Variable Types – Keywords, Statements and Casting - Operators - User-Defined
Functions - Built-in Functions - Vertex Shaders- Vertex Declaration - Vertex Data Usages-
Steps to Using a Vertex Shader - Pixel Shaders - Multitexturing Overview - Pixel Shader
Input and Output – Steps to using a Pixel Shader - Enabling Multiple Textures.
REFERENCES:
Wendy Stahler, Beginning Math and Physics for Game Programmers, New Riders,
2004
Frank D. Luna, Introduction to 3D Game Programming with DirectX 9.0c: A Shader
Approach: A Shader Approach, Wordware Publishing, Inc., 2010
Allen Sherrod, Ultimate Game Programming with DirectX, Second Edition, Charles
River Media, 2009
Tom Miller, Managed DirectX 9: Graphics and Game Programming : Kick Start,
Sams Publishing, 2003
Frank D. Luna, Introduction to 3D Game Programming With DirectX 10, Jones &
Bartlett, 2008
SEMESTER IV PAPER IV: AI FOR GAMES
Unit-1
Introduction to Artificial Intelligence - The AI Problems - AI Technique - The Level of the
Model - Criteria for success - Problems, Problem Spaces and Search : Defining the problem
as a State Space Search - Production System Characteristics - Issues in the Design of Search
Programs.
Unit-2
Game Artificial Intelligence: Types of AI - Roaming AI - Patterned Roaming , Chasing &
Evading - Backtracking - Creating Grid Based Canvas - Behavioral AI - State change -
Strategically AI - How to Create Strategically AI in Games
Unit-3
The importance of good Game AI. The differences between Game AI and so called 'real' or
Academic AI and their relative advantages and disadvantages. Deterministic & Non
deterministic, consideration for Game AI, & AI systems
Unit-4
Pathfinding, including A* and its derivatives, Flocking and Stearing, Rule Based Systems,
Finite State Machines. Patterning & Way point, Chasing & Evading Fuzzy Logic and Fuzzy
State Machines, Genetic Algorithms - Artificial Neural Networks. Rule based AI
Unit-5
Applied AI : Combining AI techniques to produce A-life and Intelligent Agents - Strategical
AI : The Future for AI in games - Create Strategical AI in Games
REFERENCES:
Elaine Rich , Kevin Knight , Shivashankar B Nair , Artificial Intelligence Tata
McGraw-Hill publishing, 2009
Alan Garnham , Artificial Intelligence: An Introduction, Taylor & Francis, 1988
David L. Poole, Alan K. Mackworth , Artificial Intelligence: Foundations of
Computational Agents, Cambridge University Press, 2010
Rich , Artificial Intelligence 3E (Sie), Tata McGraw-Hill Education, 2004
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ELECTIVES: GROUP C: USER INTERFACE
1. Web Layout Design
2. Front-End Development
3. Responsive Web Design
4. Web Programming
SEMESTER I PAPER-1: WEB LAYOUT DESIGN
Unit-1
Website Introduction : Types of Websites -Static, Dynamic - Domain name- sub domain,
How to buy a domain name) - Domain Hosting- Create hosting account, buy hosting account
- The way website works - Web Browsers - Print Design Vs Web Design
Unit-2
Design Fundamentals: Understanding Color - Effective communication with Typography -
Web page Anatomy - Information Architecture - Navigation Structure - Creating the
Wireframe
Unit-3
Design Consideration: Designing for Web - Creative Brief - Functional & Aesthetic in design
- Impact of Website in Day to Day life - Principles of Layout and Composition - Basic
Design Principles - Rules of Typography - Anatomy of Perfect Landing page
Unit-4
Page Mockup: Working with document - Web design workspace - Creating the Digital
Wireframe - Exploring grid system - Backgrounds in Web Design - Designing Layouts - -
Choosing UI Theme - Designing Web AD Banner - Web Design Trend
Unit-5
Web Graphics : Decoding Web graphic formats - Understanding optimization - Image
Slicing - Image sprite - Layer Comps - Creating Animation
REFERENCES:
Adobe Photoshop CS5 Classroom in a Book by Adobe Creative Team, Adobe Press ,
2010
Adobe Flash CS5 Classroom in a Book by Adobe Creative Team, Adobe Press, 2010
Adobe Dreamweaver CS5 Classroom in a Book by Adobe Creative Team, Adobe
Press, 2010
The Principles of Beautiful Web Design by Jason Beaird, SitePoint; 1 edition, 2007)
Web Design For Dummies, 2nd Edition by Lisa Lopuck, For Dummies, 2006)
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SEMESTER II PAPER-2: FRONT-END DEVELOPMENT
Unit-1
Introduction to web design – about the work area – using the painting and editing tools –
using the selection tools – using the hue/saturation command – using the image size
command – creating the banner – clipping masks – creating patterns
Unit-2
Layer masking – brush shape dynamics and scattering – adjustment layers – understanding
paths – setting layer blending mode – creating effects – creating animations – optimizing
images for the web
Unit-3
HTML – adding a document title – basic text formatting – hyper links – inserting images –
inserting tables – adding content to the cells – inserting objects – merging cells for table
header
Unit-4
Introduction to CSS – Page formatting – text formatting properties – Difference between DIV
and tables – creating layout using div and css – Site management – local and remote websites
– Asset management
Unit-5
Creating the home page layout using DIV – linking pages – Creating the rollover behaviors –
pop up message behavior – navigation bar – Dreamweaver templates - JQuery
REFERENCES:
Adobe Photoshop CS5 Classroom in a Book by Adobe Creative Team, Adobe Press ,
2010
Adobe Flash CS5 Classroom in a Book by Adobe Creative Team, Adobe Press, 2010
Adobe Dreamweaver CS5 Classroom in a Book by Adobe Creative Team, Adobe
Press, 2010
The Principles of Beautiful Web Design by Jason Beaird, SitePoint; 1 edition, 2007)
Web Design For Dummies, 2nd Edition by Lisa Lopuck, For Dummies, 2006)
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SEMESTER III PAPER-3: RESPONSIVE WEB DESIGN
Unit-1
Responsive Web Fundamentals : Introducing Responsive Design - Exploring the need of
Responsive Design - Planning Responsive Design - Content Planning - Creating Mockup -
Planning Responsive UX - Structuring page regions - Structuring content for multiple devices
Unit-2
Responsive Design Workflow: Looking at technology choices - Understanding scaling –
Understanding Design Elements- Design consideration for Developer – Development
Consideration for Designer
Unit-3
Building Responsive Layouts: Defining default styles - Determining content breakpoints - -
Understating Fluid Grids - Building desktop, tablet, and mobile layouts - Styling headings,
body, text and footers - Navigation: Defining a responsive navigation strategy - Structuring
basic menus - Styling basic menus - Structuring complex menus - Creating fluid images -
Making video fluid - Structuring a responsive image gallery – Creating Web Graphics
Unit-4
Building Responsive Web Site: Planning Layout – Preparing the Html File – Linking to css
files with media queries – Styling for various screens
Unit-5
Managing & Testing Resources: Building a Responsive style guide - Framework overview
for Responsive - Loading resource with framework - Testing responsive Site
REFERENCES:
Adrain Mendoza, Mobile User Experience, Morgan Kaufmann, 1st Edition, 2014
Richard Caddick,Steve Cable, Communicating the User Experience , John Wiley and
Sons Publication; 1st Edition, 2011
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SEMESTER IV PAPER-4: WEB PROGRAMMING
Unit-1
Server side scripting – Types of languages – Open source technology – Cross-platform
compatibility – Introduction to web server: basics of Apache – Installing Apache- Basics of
WAMP – Basics of XAMP
Unit-2
Introduction to PHP – ASP style tags – Syntax – PHP and OOPS relationships – Data types:
Scalar, Collection, Special, Constant and variables – Strings : String manipulation, Joining
and splitting – Regular expressions – performing operations
Unit-3
Conditional statements – Arrays: Single dimensional, Multi dimensional, List of Array
functions using PHP- Functions: calling function, defining a function, returning values from
user defined functions
Unit-4
Dynamic content using PHP- object oriented programming with PHP – PHP form – PHP with
HTML – Working with controls – File management – Cookies – Sessions- Working with
XML –PHP server variables
Unit-5
Error handling using PHP – Upload file – Sending mail – Captcha Generations – Introduction
to MYSQL – Creating and exporting database – PHP with MYSQL functions – Security –
W3C Standards- browser compatibility – trouble shooting
REFERENCES:
Learning PHP, MySQL, JavaScript, and CSS: A Step-by-Step Guide to Creating
Dynamic Websites by Robin Nixon, O'Reilly Media; Second Edition edition, 2012
PHP and MySQL Web Development by Luke Welling & Laura Thomson, Addison-
Wesley Professional; 4 edition, 2008