<?xml version="1.0" encoding="ISO-8859-1" standalone="yes" ?>
<document>
<title>Game Engine Workflow and Techniques</title>
<cid>KI609</cid>
<sapsubmodule>P221-0078</sapsubmodule>
<bkey>ki</bkey>
<ctypes>
<hours>2</hours>
<type>V</type>
<hours>2</hours>
<type>P</type>
</ctypes>
<cp>5</cp>
<semester>6</semester>
<mandatory>nein</mandatory>
<language>Englisch</language>
<exam>Klausur/Projektarbeit</exam>
<curriculum>
<curriculum_entry>
<cid>KI609</cid>
<branch>Kommunikationsinformatik</branch>
<semester>6</semester>
<mandatory_tag>Wahlpflichtfach</mandatory_tag>
</curriculum_entry>
<curriculum_entry>
<cid>PIBWI38</cid>
<branch>Praktische Informatik</branch>
<semester>6</semester>
<mandatory_tag>Wahlpflichtfach</mandatory_tag>
</curriculum_entry>
</curriculum>
<workload>
Die Präsenzzeit dieses Moduls umfasst bei 15 Semesterwochen 60 Veranstaltungsstunden (= 45 Zeitstunden). Der Gesamtaufwand des Moduls beträgt bei 5 Creditpoints 150 Stunden (30 Stunden/ECTS Punkt). Daher stehen für die Vor- und Nachbereitung der Veranstaltung zusammen mit der Prüfungsvorbereitung 105 Stunden zur Verfügung.
</workload>
<prerequisites>
</prerequisites>
<prerequisitesfor>
</prerequisitesfor>
<convenor>Prof. Dr.-Ing. André Miede</convenor>
<convenor-person-key>ami</convenor-person-key>
<lecturers>
<lecturer>Dipl.-Designer Emmanuel Henné</lecturer>
<lecturer-person-key>ehe</lecturer-person-key>
</lecturers>
<objectives>Typical pipelines and workflow standards between relevant 3D/2D programs and content creation tools are understood, so that students can identify bottlenecks and cooperate with other team members. Weekly practical exercises lead to a broad understanding and proficiency in designing and creating digital assets for games.</objectives>
<content>Game Development principles, structures and standards explained through exercises and examples. Current state-of-the-art DCC tools are presented, the single team roles and their relations are explained. Workflows and in-depth-techniques are presented and used for small projects to guide students from simple sketches to final in-game assets usable in any engine. Art Design and Game Design principles are explained and used as subjects in weekly challenges and exercises.
</content>
<literature>Main references:
Steve Rabin: Introduction to Game Development, Second Edition, 2010, ISBN-13: 978-1584506799
Richard Bartle: Designing Virtual Worlds ISBN-13: 978-0131018167
Jesse Schell: The Art of Game Design: A Book of Lenses ISBN-13: 978-0123694966

Suggested further reading:
Penny Baillie-De Byl: Holistic Game Development with Unity: An All-In-One Guide to Implementing Game Mechanics, Art, Design, and Programming, 2011, ISBN-13: 978-0240819334
Katie Salen, Eric Zimmermann: Rules of Play: Game Design Fundamentals, 2003, ISBN-13: 978-0262240451
Chris Crawford: The Art of Computer Game Design
Jeannie Novak: Game Development Essentials: An Introduction, 2011,  ISBN-13: 978-1111307653</literature>
<offered>
<semshort>SS 2015</semshort>
<semshort>SS 2014</semshort>
<semshort>SS 2013</semshort>
</offered>
<moduldb-query>Fri Jun 12 00:46:44 CEST 2026, CKEY=kgewat, BKEY=ki, CID=[?], LANGUAGE=de, DATE=12.06.2026</moduldb-query>
</document>
