Basic Information
This course builds on Game Development I. Students are working in small teams (usually three members) and creating a game based on designs or prototypes created in PV255. The goal is to have “finished” game by the end of the semester – see below for basic requirements. Through work on their own game, students should gain more practice in game development – not only coding and creating assets, but also a time planning and tracking, teamwork, play-testing and presenting their results.The progress of projects is consulted weekly. During the semester, there are also two play-testing sessions, where students try to both provide and gather feedback; and one presentation of projects. Second, the final presentation is organized during the examination period. Each team has also assigned a mentor from GameDev company, with whom they can consult the project.
More info about the course
- Teaching hours: one per week
- Expected workload from students: at least three hours per week
- Credits: 4
- Grading: based on quality of the whole semester, team project
- Timespan for the project: 15 weeks (18 weeks in 2020, due to covid-19 complications)
The assignment (simplified version)
Your goal is to develop a “full” game based on your prototypes from PV255. You will be working in small teams. The game should work as a highlight in your portfolio. Therefore, it should look as much as a finished, polished product as possible. That means:- The game has to be playable and has to have “a reasonable” play-time.
- No serious bugs should be present.
- The game must “make sense” with the mechanics that are already fully implemented. It is not OK to say “later, we will add these three mechanics and then, it will be much more fun” or to have some place-holder button like “Here will be Skill Tree” in the game without the proper functionality.
- Graphics should be consistent through the whole game. It could be quite simple, and you can use downloaded assets, but it has to look “final” (e.g., graphics of “Thomas Was Alone” is very “simple”, but in the same time, it does look like the final product, not like a prototype). It is not OK to have just a part of one level in final graphics and the rest of the game covered by just place-holders.
- You can use assets (codes, graphics, sounds) that you did not created, such as TextMeshPro, spline editor, sprites bundles, sound effects bundles, etc. Nevertheless, the main “core” of the game must be your own work. It is not allowed to buy some FPS pack from asset store and use it as 90% of your game.