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Course Syllabus

Course Code: INF 356


Department: Information Systems
Course Title: Game Development 1
Semester: Fall
Credits/ECTS: 5
Degree Cycle (Level): Bachelor
Course Type: Elective
Language of Instruction: English

Requisites

The table below is automatically filled in if it is included in the Education Program

Type Program Educational program Course Title Consent status


Code

● AR 10XXX

● CR (Co-
requisite)

● PR
(Prerequisite)

Programmes on which course is available

If your course is taught in another Educational Program, that Educational Program automatically will
be displayed in this table

Program Program Title Degree Program Learning


Code Outcome

● LO1

● LO2
Mode of Delivery
● Face to Face
● Online
● Hybrid

Course Description
The course is designed for students who have basic knowledge of programming and would like
to learn about the Unity engine. The course aim is to teach Unity essential features, to be able to
work on Unity projects alone or in a group. Many features can be learned separately out of this
course so the knowledge of some of them are going to be useful. All Unity features are available
to learn in video format at the official Unity website. Knowledge and skills taken from the course
will help students in the upcoming Game Development course and employability at companies
that work with projects using Unity engine.

Instructor (s)

Name Surname Degree Contact information

1. Marat Urmanov MSc marat.urmanov@sdu.edu.kz

Skills and competences

Academic Skills Subject-Specific Skills

Reading supporting material Create Unity project from scratch

Searching for the solution and applying it Build physics-based environment

Presentation of results with supporting Provide User Interface to projects


comments

Reflect on learned information Implementing controlling in game projects

Implementation of small tasks Manipulating animations


Weekly course plan

№ Topics Activity

1 Course Introduction Learning about Unity engine.


How to install Unity.

2 Learning about Unity engine. How to install Unity. Scene view, Game view,
Hierarchy view, Project
window, Inspector window.

3 Essential Unity Concepts Game Objects and


Components, Prefabs -
Concept & Usage, Tags,
Layers.

4 Physics Rigidbody, Colliders,


Triggers, Physics Materials,
Detecting Collisions.

5 Scripting Basic concepts of


programming in Unity.

6 Scripting 2 Advanced concepts of


programming in Unity.

7 Basic Controlling Mouse and Key controlling.

8 Midterm

9 2D Mode Mode, Sprite Type and Sprite


Renderer.

10 2D Physics Rigidbody 2D, Colliders 2D,


Area and

Point Effectors.

11 UI RectTransform, Image,
Button, Text.

12 Animation Animation essentials.

13 Animator Controlling animation.


14 Builds Building the project to
specific platforms.

15 Preparation for Final

Course Learning Outcomes

Active verb What will be done/produced How this learning outcome


will be achieved

Understand how to freely use Unity technologies by attending course lectures


and watching tutorials.

Implement various features to a Unity by completion of group


project assignments.

Build final package to different completing project


platforms assignment for final.

Combine usage of both programming and design during project assignment.

Identify different ways of approaching a result after understanding


possibilities of Unity
scripting

Planned Learning Activities and Teaching Method

● Lecture
● Questions & Answer
● Discussion
● Problem Solving
● Other
*if other _______________________

Reading List

If the number of Required / Recommended / Other reading list is more than one, you can add a line
below
Type Author Title Publishing ISBN Publisher/
year Web site
● Recommend Unity Unity Learn https://
ed learn.unity.
com/

● Recommend Brackeys Brackeys http://


ed brackeys.co
m/

Assessment Methods and Criteria

The University’s normative rules regarding assessment apply. See the Code of Practice on
Assessments.
These norms set the boundary conditions for all instructors of University.

If the pre-final grade is more than one, you can insert a row below in the table.

Assessment Description Quantity %

● Pre-final Lab Assignments 10 20

● Pre-final Midterm 1 20

● Pre-final Quizzes 2 20

● Final Attendance 1 5

● Final Exam 1 35

Total 100

Student Workload
* Student workload filling example
Resource
Activity Quantity Duration Total Hours

Lecture 15 2 30
Practice 15 2 30

Self-study tutorials 15 1 15

Total Workload 60

Academic Integrity

Students must ensure that all work completed for this course is their own work. Any evidence of
plagiarism, data falsification, fabrication, collusion, self-plagiarism and/or other forms of
academic misconduct will be penalised. Further, information can be found in the Code of
Practice on Academic Integrity.

Late/Non Submission and Attendance Policy

Academic excellence and high achievement are only possible in an environment where the
highest standards of academic honesty and integrity are maintained: students at SDU must ensure
they adhere to this requirement. Active participation is an integral part of teaching and learning
at SDU. Therefore, regular class attendance is required of all students and records of any
absences are kept for each class: a student whose attendance falls below 70% will fail the course.
Students are also expected to be in class on time: poor punctuality is seen as being discourteous
to the teacher and other students, therefore repeat incidences of late arrivals are subject to a
penalty. The use of electronic devices (e.g.: computers, tablets, phones) is only permitted upon
tutor instruction. Any other activities (e.g.: texting, surfing, gaming, social emails, online
shopping...etc.) are strictly forbidden during class time. Students found to be engaged in any
non-class activity may lose marks for overall participation.

Course Specific Policy


All the tasks on this course will be related to the project that a group of students should develop
throughout the semester. For which platform the game will be developed and which software
and programming language will be used, all these things are up to students’ choice.
In the lecture hours, Game Development features are going to be discussed, and sometimes it
will be explained how some of the tasks should be performed. In the practice hours, instructors
will explain the basics of different Game Development sides. Also, the practice hours will be the
time when students can get help with any of the problems related to their project.

Approved by Head of Department


_____________________________________________________________________________

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