Game Programming and 3D Animation
- Faculty
Faculty of Engineering and Computer Science
- Version
Version 1 of 02.03.2026.
- Module identifier
11B1850
- Module level
Bachelor
- Language of instruction
German
- ECTS credit points and grading
5.0
- Module frequency
winter and summer term
- Duration
1 semester
- Brief description
Digital games have become a significant part of our everyday life. Platforms for playing games are manifold, whether you play on PC, on console on the couch, or on smartphone while traveling. Games are nowadays ubiquitous and represent a billion-dollar industry. While game genres and platforms are versatile the foundations for developing games remain the same and can be reused for different projects. Thus, understanding the foundations is crucial for successfully creating games. In this course students will learn the basic concepts and methods to develop games and create 3D assets.
- Teaching and learning outcomes
This module teaches basic techniques, systems and principles of game programming & 3D animation:
1. Software architecture of games: game loops, entities, game states, etc.
2. Character Animation: Riging, Keyframing, Skinning
3. Procedural Animation: Inverse Kinematics & Swarms
4. Physically plausible representation methods and materials
5. Basics of game design
6. Artificial intelligence for games
7. Real-time physics simulation for rigid and soft bodies
- Overall workload
The total workload for the module is 150 hours (see also "ECTS credit points and grading").
- Teaching and learning methods
Lecturer based learning Workload hours Type of teaching Media implementation Concretization 30 Lecture Presence or online - 30 Laboratory activity Presence or online - Lecturer independent learning Workload hours Type of teaching Media implementation Concretization 30 Preparation/follow-up for course work - 60 Exam preparation -
- Graded examination
- Portfolio exam
- Ungraded exam
- Field work / Experimental work
- Exam duration and scope
Graded examination performance:
- Written work sample in the form of a project as part of the portfolio examination: with a workload of approx. 50 hours.
- Presentation as part of the portfolio examination: approx. 10-30 minutes.
Ungraded examination performance:
- Experimental work: Experiment: approx. 5-6 experiments in total.
- Recommended prior knowledge
Linear Algebra & Computer Graphics
- Knowledge Broadening
Students, which successfully studied the course, know how games are created, which techniques are used and how to develop efficiently real-time applications.
- Knowledge deepening
Students will obtain extensive knowledge in programming run-time and memory efficient applications. Furthermore they will be able to design efficient algorithms in the context of multimedia applications.
- Knowledge Understanding
Students can critically assess studies from game development, real-time computer graphics & 3D animation based on their current methodological expertise.
- Application and Transfer
Students can develop digital games from conception to operation, taking into account the technical complexity of the media types covered.
- Academic Innovation
Students can design methods and procedures that are suitable for systematically working on and solving selected problems from game development practice in and by organizations.
- Communication and Cooperation
The students can present their work results orally and in writing in a clearly structured form.
- Academic Self-Conception / Professionalism
Students can understand and implement scientific methods and articles from the areas of 3D animation, game development and interactive computer graphics in a reasonable amount of time. In addition, they can develop their own procedures that build on the fundamentals from the course.
- Literature
Jason Gregory, 2018, Game Engine Architecture, Third Edition, Verlag: Taylor & Francis Ltd, ISBN-13: 9781138035454
Steve Rabin, 2009, Introduction to Game Development, Second Edition
Milligton, AI for Games, 2020, Third Edition, Verlag: CRC Press, ISBN-13 ? : ? 978-0367670566
Gabor Szauer, Game Physics Cookbook, 2017, Verlag: Packt Publishing, ISBN-13 ? : ? 978-1787123663
Thomas Akenine-M?ller, Eric Haines, Naty Hoffmann, 2018, Real-Time-Rendering, ? Verlag: Taylor & Francis; 4th edition (6. August 2018), ISBN-13 ? : ? 978-1138627000
Mark Deloura, 2000-2010. Game Programming Gems. 1-7 Charles River Media Inc., Course Technology Press, Rockland, MA, USA.
- Applicability in study programs
- Computer Science and Media Applications
- Computer Science and Media Applications B.Sc. (01.09.2025)
- Person responsible for the module
- Lensing, Philipp
- Teachers
- Lensing, Philipp