Skip to main content
Till KTH:s startsida Till KTH:s startsida

FDD3336 Interactive Entertainment Technologies 6.0 credits

Course offerings are missing for current or upcoming semesters.
Headings with content from the Course syllabus FDD3336 (Autumn 2013–) are denoted with an asterisk ( )

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).

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

    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 room in Canvas

    Registered students find further information about the implementation of the course in the course room in Canvas. A link to the course room can be found under the tab Studies in the Personal menu at the start of the course.

    Offered by

    Main field of study

    This course does not belong to any Main field of study.

    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