Lehrveranstaltungen
Grundlagen der Spieleentwicklung (CIT223000)
| Vortragende/r (Mitwirkende/r) |
Johanna Pirker [L]
David Plecher
Jesse Grootjen
Sven Liedtke
|
|---|---|
| Nummer | 0000001641 |
| Art | Vorlesung |
| Umfang | 3 SWS |
| Semester | Wintersemester 2026/27 |
| Unterrichtssprache | Deutsch,English |
| Stellung in Studienplänen | Siehe TUMonline |
| Termine | Siehe TUMonline |
- 14.10.2026 16:00-18:00 Hörsaal im Galileo nur Mo-Do 7-19 Uhr
- 20.10.2026 14:00-16:00 BC2 3.1.08, Hörsaal
- 21.10.2026 16:00-18:00 Hörsaal im Galileo nur Mo-Do 7-19 Uhr
- 28.10.2026 16:00-18:00 Hörsaal im Galileo nur Mo-Do 7-19 Uhr
- 03.11.2026 14:00-16:00 BC2 3.1.08, Hörsaal
- 04.11.2026 16:00-18:00 Hörsaal im Galileo nur Mo-Do 7-19 Uhr
- 11.11.2026 16:00-18:00 Hörsaal im Galileo nur Mo-Do 7-19 Uhr
- 17.11.2026 14:00-16:00 BC2 3.1.08, Hörsaal
- 18.11.2026 16:00-18:00 Hörsaal im Galileo nur Mo-Do 7-19 Uhr
- 25.11.2026 16:00-18:00 Hörsaal im Galileo nur Mo-Do 7-19 Uhr
- 01.12.2026 14:00-16:00 BC2 3.1.08, Hörsaal
- 02.12.2026 16:00-18:00 Hörsaal im Galileo nur Mo-Do 7-19 Uhr
- 09.12.2026 16:00-18:00 Hörsaal im Galileo nur Mo-Do 7-19 Uhr
- 15.12.2026 14:00-16:00 BC2 3.1.08, Hörsaal
- 16.12.2026 16:00-18:00 Hörsaal im Galileo nur Mo-Do 7-19 Uhr
- 23.12.2026 16:00-18:00 Hörsaal im Galileo nur Mo-Do 7-19 Uhr
- 12.01.2027 14:00-16:00 BC2 3.1.08, Hörsaal
- 13.01.2027 16:00-18:00 Hörsaal im Galileo nur Mo-Do 7-19 Uhr
- 20.01.2027 16:00-18:00 Hörsaal im Galileo nur Mo-Do 7-19 Uhr
- 26.01.2027 14:00-16:00 BC2 3.1.08, Hörsaal
- 27.01.2027 16:00-18:00 Hörsaal im Galileo nur Mo-Do 7-19 Uhr
Teilnahmekriterien
Siehe TUMonline
Anmerkung: Beschränkt auf B.Sc. Informatik Studierende mit Sonderanwendungsfach "Games Engineering"
Anmerkung: Beschränkt auf B.Sc. Informatik Studierende mit Sonderanwendungsfach "Games Engineering"
Beschreibung
This module provides a comprehensive foundation in digital games and interactive systems, guiding students from theoretical conceptualization to technical implementation.
The curriculum begins with the Foundations of Games, where students analyze the defining characteristics of digital games to distinguish them from other media. By studying game history, genres, and the psychology of play—including player taxonomies (e.g., Bartle), motivation, and flow theory—students develop the critical framework necessary to evaluate games based on usability and design principles.
In Game Design Basics, students translate these theories into practice. They learn to design game concepts by defining core loops and mechanics, while applying Human-Computer Interaction (HCI) principles to optimize player experience. This includes the practical design of characters, control systems, and spatial wayfinding in level design.
The Technical Foundations and Basic Systems sections enable students to implement these concepts. The focus is on mastering the core technical structures of interactive systems, specifically the game loop, timing, and the organization of game objects. Students gain hands-on experience with game engines, scene graphs, and input systems, and implement fundamental game logic such as broad- and narrow-phase collision detection and basic Game AI (finite state machines and pathfinding).
Finally, the module embeds these skills within a professional Development Process and Production Context. Students apply industry-standard workflows, including requirements engineering, prototyping, and the use of version control (Git). The iterative nature of development is emphasized through the cycle of playtesting and documentation, ensuring students can refine their projects based on empirical feedback.
By integrating these pillars, the module ensures that students can not only conceptualize and implement basic game functionality but also critically evaluate the resulting interactive experience.
The curriculum begins with the Foundations of Games, where students analyze the defining characteristics of digital games to distinguish them from other media. By studying game history, genres, and the psychology of play—including player taxonomies (e.g., Bartle), motivation, and flow theory—students develop the critical framework necessary to evaluate games based on usability and design principles.
In Game Design Basics, students translate these theories into practice. They learn to design game concepts by defining core loops and mechanics, while applying Human-Computer Interaction (HCI) principles to optimize player experience. This includes the practical design of characters, control systems, and spatial wayfinding in level design.
The Technical Foundations and Basic Systems sections enable students to implement these concepts. The focus is on mastering the core technical structures of interactive systems, specifically the game loop, timing, and the organization of game objects. Students gain hands-on experience with game engines, scene graphs, and input systems, and implement fundamental game logic such as broad- and narrow-phase collision detection and basic Game AI (finite state machines and pathfinding).
Finally, the module embeds these skills within a professional Development Process and Production Context. Students apply industry-standard workflows, including requirements engineering, prototyping, and the use of version control (Git). The iterative nature of development is emphasized through the cycle of playtesting and documentation, ensuring students can refine their projects based on empirical feedback.
By integrating these pillars, the module ensures that students can not only conceptualize and implement basic game functionality but also critically evaluate the resulting interactive experience.
Inhaltliche Voraussetzungen
• Introduction to Informatics (CIT123001)
• Basics of Programming (e.g., Java, C#, C++) (CIT123001)
• Fundamentals of Algorithms and Data Structures (IN0007)
• Basics of Programming (e.g., Java, C#, C++) (CIT123001)
• Fundamentals of Algorithms and Data Structures (IN0007)