University: Technical University of Košice
Faculty: Faculty of Electrical Engineering and Informatics
Department: Department of Computers and Informatics
Course Number: 26000639 Course Name: Computer Games Development and Design
Type, scope and method of learning activities:
Course Type: Lecture, Laboratory exercise
Recommended scope of the course content (in hours):
Full-time study (hours per week): 2,2
Part-time study (hours per semester): WT 26,26/ST 26,26
Study Method: Attendance
Number of credits: 6
Recommended semester of study: WT, ST
Recommended semester Study programme Study grade Study Method
3.rok ST Informatics (INF_Bc_D_sk)
Informatics (INF_Bc_D_en)
Level of study:
Course completion requirements:
Assessment and completion of the course: Credit test and examination
Continuous assessment: Student passes the continuous assessment and receives credits when he or she meets the requirement to obtain at least 21% out of 40%.
tests, assignment
Final assessment: Student passes the final assessment and passes the examination when he or she meets the requirement to obtain at least 31% out of 60%.
final test, exam
Overall assessment: Overall assessment is the sum of the assessments obtained by students in the assessment period. The overall result is determined in accordance with the internal regulations of the Technical University in Košice. (Study Regulations, the internal regulation principles of doctoral studies)
Learning outcomes:
The course aims to teach students the design and creation of computer games. Students will acquire theoretical and practical knowledge in this field and be able to design a game system from a technical point of view. The course also covers basic computer graphics and game theory knowledge so that the student can use this knowledge in the design and implementation of the game. Ultimately, the course is devoted to creating the game's user interface and optimizing, testing, and practical deployment.
Brief course content:
1. Computer games - basic concepts, current trends, platforms, classification, types of games and players.
2. Technical means of game systems - input and output devices for games, gaming consoles and platforms, advanced means based on virtual-reality technologies, designing game systems from a technical point of view.
3. Game theory - introduction, problem formalization and algorithmization, mathematical foundations for game theory.
4. Game development phases and life cycle - pre-production, production and post-production phase. MDA, DPE, FDD frames.
5. Game design - market research, Unique Selling Points (USP), Persona. Business model.
6. Game rules - creation and iteration of game rules, rules balance and learning. SWOT analysis, incident matrix, activity matrix.
7. Iterative game development - RITE method, rapid prototyping, and paper prototypes.
8. Storytelling - emotions, surprise, motivation, writer-driven, writer-led, player-led. Aesthetics in games.
9. Game frameworks and engines - Phaser, Unity, Godot.
10. Game optimization, testing, and presentation - game optimization and testing, methods and procedures. Focus Groups, Quality Assurance (Bugfixing), User Experience, Playtesting.
11. Feedback in games - positive and negative feedback, achievements.
12. Game Design Document - methods and procedures, creation of manuals.
Recommended Reference Sources:
1. Jesse Schnell: The Art of Game Design: A Book of Lenses, Third Edition. 2019, CRC Press, ISBN 978-1138632059.
2. Tracy Fullerton: Game Design Workshop: A Playcentric Approach to Creating Innovative Games, Fourth Edition. 2018, CRC Press, ISBN 978-1482217162.
3. Tracy Fullerton: Game Design Workshop: A Playcentric Approach to Creating Innovative Games, Fourth Edition. 2018, CRC Press, ISBN 978-1482217162.
4. Michael C. Medlock: The rapid iterative test and evaluation method (RITE). Games User Research, First Edition. 2018, Oxford Press, ISBN 978-0192513922.
5. Crawford, Ch. : The Art Of Computer Game Design: Reflections Of A Master Game Designer; McGraw-Hill/Osborne Media, 1984{rev.2013, 81p., ISBN 0-88134-117-7.
6. Jaffal, Y. : A Practical Introduction to 3D Game Development; Bookboon publishing; 2014, 252p., ISBN 978-8740307863.
7. Wu, P. ; Game Programming; Global Text Project, 2014, 312p.
Recommended optional program components:
Languages required for the course completion:
Course assessment:
Total number of students assessed: 711
  A B C D E FX  
  26% 38% 28% 5% 2% 2%  
doc. Ing. Branislav Sobota, PhD.
doc. Ing. Emília Pietriková, PhD.
Last modified: 31.08.2023
Approved by: person(s) responsible for the study program