FDD3336 Interactive Entertainment Technologies 6.0 credits

Interaktiv underhållningsteknik

The video game and interactive entertainment industry is already a multi-billion dollar industry, with some estimates forecasting a valuation of $82 billion for the global market by 2017. At the core of these products are sophisticated real-time algorithms and infrastructures (e.g. game engines) that have foundations in domains such as computer graphics, artificial intelligence, HCI, computer science and mathematics. Entertainment technologies will continue to be decisive in pushing back technological barriers to enable new modes of interactive experience and communication and they therefore represent an important cross-over between academic and industry research.

Offering and execution

Course offering missing for current semester as well as for previous and coming semesters

Course information

Content and learning outcomes

Course contents *

Series of themed seminars, guest lectures and practical lab and project work sessions concerning the following topics: 

Interactive entertainment technologies including real-time computer graphics and animation / physics / AI for AAA games, data-driven engines and game development tools, concept development, computer game history, social gaming, game rules, game experience, computer game market and business opportunities.

Intended learning outcomes *

After completion of the course the student will be able to

  • Analyse the market for various types of interactive entertainment products, explain the theory behind game rules and game experience, and analyse how rules affect games.

  • Appraise advanced core technologies (computer graphics and animation, physics, artificial intelligence) applicable to the domain of real-time interactive entertainment products and implement (program) a chosen technology using appropriate infrastructures.

  • Describe and apply design patterns and graphic quality analysis on computer games, with a focus on the entertainment experience.

So the students will be able to

  • Develop prototypes of interactive entertainment products, founded on core technologies, which are sufficiently advanced for presenting to a publisher or for self-publishing (i.e. as an 'indie' product).

Course Disposition

This course builds upon the Computer Game Design course DH2650, using the wider context of infrastructure (i.e. data-driven game engines and tool-chains), design and HCI to focus further on the development and application of advanced interactive entertainment technologies. It is intended for PhD students with an interest in the design and implementation (programming) of real-time interactive technologies where the end user and their experience is of paramount concern. It is also open to students taking the course DH2650 Computer Game Design.

Literature and preparations

Specific prerequisites *

PhD students in computer science or other programming related subject. Please consult your PhD supervisor before taking the course.

Lectures, seminars, assessment, etc in this course will take place in English.

Recommended prerequisites

Programming experience (ideally C/C++ or JAVA).

Equipment

No information inserted

Literature

There is no mandatory course literature. Examples of optional literature and technologies relevant to the course include, but are not limited, to the following:

T. Akenine-Moller, E. Haines and N. Hoffmann (2008). Real-Time Rendering (third edition). AK Peters/CRC Press.
D. Shreiner and E. Angel (2011). Interactive Computer Graphics: A Top-Down Approach with Shader-Based OpenGL (sixth edition). Pearson Education.
K. Salen (2003). Rules of Play: Game Design Fundamentals. MIT Press.
I. Millington and J. Funge (2009). Artificial Intelligence for Games. CRC Press.

Gamasutra , http://www.gamasutra.com/
Ars Technica , http://arstechnica.com/
AiGameDev.com , http://aigamedev.com/
Edge magazine , http://www.edge-online.com/

OpenGL , http://www.opengl.org/
OpenSteer , http://opensteer.sourceforge.net/
Bitsquid Game Engine , http://www.bitsquid.se/
Havok Project Anarchy , http://www.projectanarchy.com/

Examination and completion

If the course is discontinued, students may request to be examined during the following two academic years.

Grading scale *

P, F

Examination *

    Based on recommendation from KTH’s coordinator for disabilities, the examiner will decide how to adapt an examination for students with documented disability.

    The examiner may apply another examination format when re-examining individual students.

    LAB1 - Laboratory Work (Product session and presentation), 1.5 credits, grade scale: P, F

    LAB2 - Laboratory Work (Technology showcase), 1.5 credits, grade scale: P, F

    PROJ1 - Project Work (Design project), 3.0 credits, grade scale: P, F

    In this course all the regulations of the code of honor at the School of Computer science and Communication apply, see: http://www.kth.se/csc/student/hederskodex/1.17237?l=en_UK.

    Other requirements for final grade *

    Laboratory work:
    Entertainment product session and presentation (LAB1; 1,5 university credits);
    Technology showcase (LAB2; 1,5 university credits)
    Project work:
    Design project encompassing chosen technology implementation (PROJ1; 3 university credits)

    Opportunity to complete the requirements via supplementary examination

    No information inserted

    Opportunity to raise an approved grade via renewed examination

    No information inserted

    Examiner

    Christopher Peters

    Ethical approach *

    • All members of a group are responsible for the group's work.
    • In any assessment, every student shall honestly disclose any help received and sources used.
    • In an oral assessment, every student shall be able to present and answer questions about the entire assignment and solution.

    Further information

    Course web

    No information inserted

    Offered by

    EECS/Computational Science and Technology

    Main field of study *

    No information inserted

    Education cycle *

    Third cycle

    Add-on studies

    No information inserted

    Contact

    Christopher Peters, e-post: chpeters@kth.se

    Postgraduate course

    Postgraduate courses at EECS/Computational Science and Technology