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Study at the UdG

Guia de matrícula

Offer of subjects for the academic year 2016-2017 - Bachelor's degree in Design and Development of Video Games


How to use the guide
  • Structure: The subjects are presented by course, apart from the subjects that are not associated with a specific course (if there are any), which are displayed separately and also as part of the course, in the module where they belong.
  • Abbreviations used: Type of subject (B=Basic, OB=Obligatory, OP=Optional); C = number of credits; G = group or groups; D = duration (1 = one term, first term; 2 = one term, second term; A = annual); I = main language/s used in classes (CA = Catalan, ES = Spanish; EN = English; FR = French; IT = Italian; DE = German).
  • Further Information: Click on the names of the subjects to see additional information about each subject (groups, skills, content, activities, reading list, assessment and qualifications).

 

Primer curs
Nom de l’assignatura i descripció T C G D I
Module: Basic
Programming methodology and technology I  (3105G07004)
Analysis, design, and implementation of algorithms. Data structures. Introduction to files and data bases. Efficiency.
B 9 C 1 CA
Computers structure and technology I  (3105G07005)
Operating units of a computer: memory system, processor and I/O system. Representation of the information. Boole's algebra. Electronics and digital systems (combinational and sequential). Operating scheme of a computer and introduction to computer design.
B 9 C 1 CA
Programming methodology and technology II  (3105G07009)
Algorithms and modular design. Introduction to object-oriented programming. Recursion. Pointers and dynamic memory.
B 6 C 2 CA
Mathe elements for videogames  (3105G13001)
Vectors and Matrices. Matricial Calculus. Projective Geometry. Geometric Transformations. Geometry for Videogamews (lines, planes, curves, quaternions). Viewing Frustum and Perspective. Functions. Function integrals. Multiple-variable functions. Parametrizations, discretization, and texture sampling. Introduction to statistics. Introduction to nummerical methods.
B 9 A 1 CA
Game architectures and devices  (3105G13009)
Computer Architecture, Video game consose architecture, Memory, I / O, Processors, Performance Improvement, Graphics processors, Video game devices.
B 7 A 2 CA
Module: Interaction
Image formation and object interaction  (3105G13010)
Basics on cameras and lenses, principles of imaging, 3D-2D transformations, kinematic and static objects, dynamic and interactions between objects, physics for game development, real-time simulations.
OB 6 A 2 CA
Module: Art and Production
Audiovisual culture and media  (3105G13028)
Visual culture is understood as a specific disciplinary field to analyze and interpret contemporary culture fueled by art, semiotics, anthropology, sociology, psychology and more recently by neuroscience. Contemplate the role and implications of audiovisual images. From this perspective, we consider the relationship between the art system, the media and constituent everyday aesthetic experience of the current reality. I Impact social dimension of the image.
OB 5 A 2 CA
Art and videogames  (3105G13031)
Introduction to the main tools and techniques, traditional and computer-based, to create videogame environments and characters. Introduction to: Theory of the perspective. Knowledge of proportions. Graphic language. Theory of photography. Basic elements of 2D and 3D design. Graphic photo retouching. Graphic Design. Modeling and rendering.
OB 3 A 1 CA
Graphic and artistic expression  (3105G13032)
Theory of graphic expression. Perspective and proportion. Volume, light and shadow. The human body. Techniques and traditional media. Story Board. Imaging. 2D vector drawing.
OB 6 A 2 CA

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Segon curs
Nom de l’assignatura i descripció T C G D I
Module: Basic
Data structures and algorithms  (3105G07010)
Data structures: pointers, linear data structures, trees, maps, graphs. Algorithms: divide and conquer, greedy, backtracking.
B 9 A 1 CA
B 1 CA
Databases  (3105G07021)
Database design. Conceptual design of databases. EER model and conceptual design based on class diagrams. Logical design. Relational model. Physical design. SQL. Database management systems. Properties and characteristics of database systems. Database storage components. Files structure and organisation. Data access and consultation optimisation. Transaction processing. Concurrency control, recuperation and safety techniques in databases.
B 9 A 1 CA
B 1 CA
Software engineering I  (3105G07022)
Sofware life cycle. System requirements and specifications. Data modelling. Process modelling. Object-oriented modelling. CASE tools.
B 5 A 2 CA
B 2 CA
Module: Interaction
Multimedia and user interfaces  (3105G07012)
Base technologies: graphics, sound and video. Media integration: storage. Distributed systems. World Wide Web. Virtual reality. Augmented reality. Existing platforms. User interfaces. Usability.
OB 5 A 1 EN
Module: Fundamentals
Operating systems  (3105G07025)
Operating system organisation, structure and services. Memory and process management and administration. Input / output management. File systems. System input mechanisms: core implementation. Memory management models.
OB 5 A 2 CA
B 2 CA
Module: Design and Development
Design and development of web games  (3105G13020)
Simple 2D games for the web, mobile and all devices. Selecting an engine. Working with modules. Creating 2D tile-based worlds. Sprites and spritesheets. Events. Collision detection. 2D physics basics. Game flow: game over and restart game. Loading level data. Building a demo.
OB 5 A 2 EN
Developemnt of 2D and 2.5D games  (3105G13021)
Types of 2D and 2.5D games. Tiles: square, hexagonal, other. Isometric games. Scrolling. Objects and interaction. Movement and control. 2D and 3D programming tools. Content editing tools.
OB 5 A 2 CA
Conceptual design of video games  (3105G13027)
Internal structure of the games. Game mechanics. Design of symbolic play environment. Design of the game interface.
OB 5 A 2 EN-CA
Module: Art and Production
Narrative video game  (3105G13029)
Concepts related to the video game space understood as a hinge between classical narrative forms and interactive media. Implications of the game narrative. Narrative elements of the game. Creating the script and story lines, planning, settings, characters and assembly.
OB 7 A 1 CA
2D and 3D design  (3105G13033)
Bitmaps. Vectorized files. 3D Design. 3D Modeling. Render. Creating environments. Creating objects.
OB 5 A 2 CA

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