Sector-specific

Production and Pitching for 3D Video Games

Software Development 130 h

Introduction

The 3D video games These are games that use three-dimensional graphics to create virtual worlds that simulate reality. They require the use of tools, techniques and expertise for their design, development and production. Furthermore, 3D video games must be capable of capturing the attention and the users’ interests, so it is important to know how to present them effectively. This Postgraduate Diploma in 3D Video Game Production and Pitching offers you specialised, practical training in the production and pitching of 3D video games. You’ll learn about the world of 3D and its elements, and how to use the Unity 3D software to create scenarios, characters and physics, to programme using the C# language, to create cross-platform games and to incorporate virtual reality into your projects.

Objectives

  • To know the 3D world and its components, such as the system for coordinates, vertices and meshes.

  • Use the Unity 3D software to create scenes, characters and physics.

  • Programming with the C# language, using the fundamentals of programming and mathematics.

  • Create games for mobile devices and consoles.

  • Integrate the virtual reality in your projects.

  • Carry out a video game pitching, using the right resources to present and sell your project.

Table of Contents

TEACHING UNIT 1. INTRODUCTION TO THE 3D WORLD

1. Coordinate system
2. Different spheres (local and global)
3. Vertices and meshes
4. Polygons and axes
5. Textured
6. Camera system
7. Basic lighting

TEACHING UNIT 2. INTRODUCTION TO UNITY 3D

1. What is Unity 3D and why is it used?
2. Unity 3D interface
3. Selecting elements and focus
4. Introduction to GameObjects

TEACHING UNIT 3. 2D AND 3D MODELLING

1. Components and GameObjects
2. Transformations of elements
3. Texturing and materials

TEACHING UNIT 4. CREATING SCENARIOS
1. Earth and sky
2. Elements of nature (trees, water, vegetation, etc.)
3. Lighting
4. Ambient lighting
5. Interior lighting (lighting diagrams)
6. Camera system (traditional and third-person)

TEACHING UNIT 5. THE CHARACTERS

1. Importing characters from other systems
2. Character animation (traditional and Mecanim)
3. RagDoll

TEACHING UNIT 6. PHYSICS

1. Collision meshes
2. Triggers
3. Joints
4. RigidBodies and SoftBodies
5. Animated objects on a timeline
6. Sprites

TEACHING UNIT 7. PROGRAMMING

1. Introduction to the C# language
2. Mathematics and trigonometry
3. Loops
4. Advanced transformations of GameObjects
5. Communication between objects
6. Character control
7. Lighting and camera control

TEACHING UNIT 8. PLAY

1. RayCasting
2. Object and path detection
3. Collisions
4. Advanced camera control
5. Armament
6. Online systems programming
7. Multiplayer
8. Different approaches to 2D and 3D games

TEACHING UNIT 9. MOBILE DEVICES AND CONSOLES

1. Compiling the game on different platforms
2. Characteristics of mobile devices and consoles

TEACHING UNIT 10. VIRTUAL REALITY

1. Integration with Google Cardboard
2. Integration with Oculus Rift
3. Input and mechanics in virtual reality games

TEACHING UNIT 11. DEVELOPMENT OF A REAL-LIFE PROJECT

1. Creating a virtual reality video game

TEACHING UNIT 12. VIDEO GAME PITCHING

1. Market research and competitive analysis
2. Identifying the target audience and the target market
3. Defining the game’s objectives and its unique value proposition
4. Creating an overview of the game
5. Highlighting the key aspects of gameplay and visual elements
6. Inclusion of concept art and screenshots from the game
7. Creating a working prototype using Unity
8. Highlighting the technical aspects and innovative features
9. Showcasing the gameplay and mechanics in action
10. Organising the presentation into a clear and concise structure
11. Highlighting the game’s strengths and what sets it apart
12. Practising presentations and honing communication skills

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