Course detail

Introduction to Game Development

FaVU-1ZHERVAcad. year: 2026/2027

The ever-increasing impact of computer games, simulators, and "serious games" applications undeniably shows their future potential. However, their development requires a comprehensive overview of a wide range of topics and creative approaches used in solving various and unconventional problems. In the course Game Design Principles (IZH), we introduce participants to the issue of game development both in terms of theoretical algorithms and procedures, as well as practical experience using the Unity platform.

WHY IS THE COURSE TAUGHT
The course offers participants an introduction to the development of computer games. However, this knowledge can be applied in a broader context. Thanks to the massive demand for visualizations and prototypes, the so-called "serious games" are frequently utilized in many applications. Their uses range from games for entertainment, architectural designs, product prototypes, visualizations, and presentations to film prototypes. The theoretical part of the course takes the form of lectures, introducing the general concepts, algorithms, and procedures of game design. Further, the practical exercises allow the students to deepen their abilities through regular demonstrations, practical exercises, and a project focused on the Unity development platform.

Language of instruction

Czech

Number of ECTS credits

4

Assignment to study programme types

Bachelor's

Mode of study

Not applicable.

Entry knowledge

Necessary prerequisite knowledge includes:
Basics of Algebra and Geometry: matrices, vectors, transformations, projections.
Basics of Programming: troubleshooting, any programming or scripting language.
Basics of Computer Graphics and Multimedia: 3D rendering, forms of multimedia data.

Rules for evaluation and completion of the course

Each student is required to obtain at least 2 points from each practical exercise. Submission and presentation of the Game Jam project are mandatory, with no less than 24 points required to pass the course successfully.

ASSESSMENT POINTS
58 project, 42 practical exercises

PROGRESS ASSESSMENT
Practical exercises up to 7 x 6 = 42 points.
Game Jam project up to 58 points.
Minimum to pass the course according to the ECTS assessment is 50 points.

CONTROLLED INSTRUCTION
The practical exercises are assigned and evaluated during the semester.
The Game Jam project takes place during the final weeks of the semester, ending with the time limit expiration.

Aims

The objective is to provide the students with an overview of game application development. We present the practical implementation using the Unity platform, focusing on both game and serious applications. Students will get acquainted with individual game systems, their relevance in the whole, and finally, how to implement them. Specifically, we focus on game development issues concerning communication with the user, rendering, physical simulation, sound, and modeling. Further, we introduce the participants to frequently used game development tools. Ultimately, the acquired knowledge enables the students to transform their ideas into real interactive and passive applications, providing the necessary groundwork for further development.
ACQUIRED SKILLS, KNOWLEDGE AND COMPETENCES FROM THE SUBJECT
Students will learn the basic terminology of game design set in the contemporary game development process.
Students will gain an overview of algorithms and techniques used in the implementation of interactive and passive multimedia applications.
Students will learn to solve common problems in game development using the Unity development platform.
Students will be able to transform concepts and ideas into real-world applications using prototypes and hands-on development processes.



SKILLS, KNOWLEDGE AND COMPETENCES GENERAL
Students will learn to solve simple programming problems through regular assignments.
Students will become proficient in the practical use of programming, debugging and modelling tools.
Students will practice scripting and programming in C# and HLSL.

Translated with www.DeepL.com/Translator (free version)

Study aids

Not applicable.

Prerequisites and corequisites

Not applicable.

Basic literature

Jason Gregory; Game Engine Architecture; A K Peters/CRC Press; 2018 (3. vyd.). (EN)
Jesse Schnell; The Art of Game Design: A Book of Lenses; A K Peters/CRC Press; 2019 (3. vyd.). (EN)
[Manuál Unity](https://docs.unity3d.com/Manual/index.html) (EN)
Podklady z přednášek a demonstračních cvičení (CS)
Robert Nystrom; Game Programming Patterns; Gennever Benning; 2014 (1. vyd.) + online. (EN)
[The Book of Shaders](https://thebookofshaders.com/) (EN)

Recommended reading

Not applicable.

Classification of course in study plans

  • Programme DES_B Bachelor's 2 year of study, winter semester, compulsory-optional
    2 year of study, winter semester, compulsory-optional
    2 year of study, winter semester, compulsory-optional
    2 year of study, winter semester, compulsory-optional
  • Programme BIT Bachelor's 2 year of study, winter semester, elective
  • Programme BIT Bachelor's 2 year of study, winter semester, elective

Type of course unit

 

Lecture

26 hours, compulsory

Teacher / Lecturer

Syllabus

1) Lecture 1: What is a Game
2) Lecture 2: Game Design
3) Lecture 3: Game Engine
4) Lecture 4: Unity as a Platform
5) Lecture 5: User Input
6) Lecture 6: Space and Bodies
7) Lecture 7: Visualization and Rendering
8) Lecture 8: Assets and Models
9) Lecture 9: Scene Dynamics
10) Lecture 10: Visual Interface
11) Lecture 11: Sound System
12) Lecture 12: Idea to Realization
13) Lecture 13: Guest Lecture 

Exercise

28 hours, compulsory

Teacher / Lecturer

Syllabus

1) Exercise 1 - Analysis of Mechanics
2) Exercise 2 - Unity Project Setup
3) Exercise 3 - Entity Control and Local Multiplayer
4) Exercise 4 - Materials and Shaders
5) Exercise 5 - 2D Animation and Rigging
6) Exercise 6 - User Interfaces
7) Exercise 7 - Game Design Document 

Project

27 hours, compulsory

Teacher / Lecturer

Syllabus

Final Project - 72h Game Jamm

Individual preparation for a lecture

26 hours, optionally

Teacher / Lecturer

Syllabus

Preparation for lectures and study of recommended literature