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ID102V Computer Game Development 7.5 credits

Information per course offering

Course offerings are missing for current or upcoming semesters.

Course syllabus as PDF

Please note: all information from the Course syllabus is available on this page in an accessible format.

Course syllabus ID102V (Autumn 2008–)
Headings with content from the Course syllabus ID102V (Autumn 2008–) are denoted with an asterisk ( )

Content and learning outcomes

Course contents

Syllabus

  • planning, production and presentation of gameprojects, gamespecs, gamedemo, gameprototypes
  • the game's "engine"
  • the game's overall parts, e.g.
    - narration in games
    - network design in games
    - artificial intelligence in games
    - human computer interaction in games
  • game-related research

Intended learning outcomes

Having completed this course in Computer game development the student will be able to work with game projects and computer game design.

Having completed this course the student will be able to:

  • put the course contents into practise when planning, accomplish and presenting a gamespec from an initial game idea.
  • critically analyse game ideas and game specs.
  • read and assimilate scientific articles and research in the area.
  • discuss technical problems that occur when using networked games.
  • discuss problems when synchronizing logic and rendering in the contents of game engine/game algorithms.
  • work in a project team with clear goals, roles and responsibilities.
  • visualise an ICT-based game idea in an interactive prototype.
  • modulise vital game components and functions. 
  • discuss for vital game components such as:
    - storytelling in games, with basis in conventional storytelling techniques/theories
    - interactive storytelling.
    - the need for a well-planned AI in a computer game.
    - the concept "gameplay".
  • reflect on values and attitudes in the meeting with players and other game designers.

Literature and preparations

Specific prerequisites

Completed upper secondary education incl documented proficiency in Swedish and English.

Literature

  • Makar, J. and B. Winiarczyk : Macromedia Flash MX 2004 Game Design Demystified, Peachpit Press, 2004, 0-7357-1398-7
  • Rollings A. and Morris D.: Game Architecture and Design, New Riders Publishing, 2004, 0-7357-1363-4

Examination and completion

Grading scale

P, F

Examination

  • PRO2 - Project, 4.5 credits, grading scale: P, F
  • PRO1 - Project, 3.0 credits, grading scale: P, F

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.

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

Assignment (PRO1), 3hp + assignment (PRO2), 4.5hp, compulsory attendance to the course seminars and one compulsory assignment.

<>Grading scale: Pass/Fail

Other requirements for final grade

To pass the course, the student needs to pass on both project assignments, and also attend the obligatory course presentations and hand in an obligatory assignment.

Examiner

No information inserted

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

Technology

Education cycle

First cycle