Train2Game Games Developer
Course
Distance
Description
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Type
Course
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Methodology
Distance Learning
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Location
Luton
Facilities
Location
Start date
Start date
Reviews
Course programme
This course is designed to appeal to those students aspiring to enter the world of computer gaming.
This is not a course for pure gaming fanatics, however. In addition to a love of games, students of our Computer Games Developer course, will have the extra drive, need and the ambition to go beyond just playing; they will have a desire to work hard to create games of their own and display a real desire to become part of this most exciting and dynamic of industries.
Students on the course are taught every step involved in the programming of computer games, as it is done in the real world. The course is conceived and taught by industry experienced veterans, programmers who continue to push the boundaries of computer gaming in today's market. Endorsed and recommended by TIGA, this course is unique in the industry and represents the gaming industry's preferred induction model.
It is presented in a unique format, heavily influenced by gaming technology to aid learning, retention and importantly, add fun to the whole process of gaining these important new skills.
From gaming concepts to the processes and methodologies behind every computer game, it covers the basics of C++ programming, 2D underlying principles and finally 3D gaming.
The course is taught through a series of lessons and examples, backed up and underpinned by a wide range of practical work. Most of the coursework is targeted directly at writing computer games.
We hope you enjoy learning it as much we do teaching it.
Start a new career as a Computer Games Developer.
Computer gaming is not just a job, it's a life full of challenges, fun and great rewards.
Get the life you want, the future you deserve.....
....and have fun doing it.
Contents:
Section 1 Part A
Intro 1
- An Introduction to Game Creation
- A Scrolling Game Example
Intro 2
- A Maze Game Example
- A Platform Game Example
Intro 3
- A Brief History of Time
- What is C++?
- What is Object Orientated Programming?
- Introduction to Visual Studio Express Edition
- Your First Program
Lesson 1
- C++ Language Introduction
- Exploring the Language Syntax
- Variables
- Initialisation
- Numeric & String Types
- Arrays
Lesson 2
- Structures & Unions
- Typedef & Enum
- Notation & Casting
- Variable Lifecycle & Scope
Lesson 3
- Proram Flow
- Loops
- Decision-Making
- Operator Precedence
Section 1 Part B
Lesson 4
- Creating Functions
- Passing Arguments by Value
- The Reference Operator
- Passing Arguments by Reference
- Default Parameters
Lesson 5
- Function Overloading Rules
- Operator Overloading
- Prototypes
- Headers
- Recursion
Lesson 6
- Introduction to Classes
- Designing a Class
- Methods, Members & Membership
- Friends
Section 1 Part C
Lesson 7
- Static and Const
- Static Member Functions & Variables
- Destructors
- Overloading Default Constructors
- Operator Overloading in Classes
- Inheritance
Lesson 8
- Memory Allocation & the Heap
- New and Delete
- Pointers
- Dereferencing
- References
Lesson 9
- Style
- Common Conventions
- KISS Principle
- Comments
- Compiler Directives
- Verbosity
Section 2 Part A
Lesson 10
- Games Programming (Part 2 - Simpler Games)
- Introduction to 2D maths
- Coordinate Systems
- 2D limitations
Lesson 11
- Libraries
- Standard Libraries Overview (CRT)
- String Library Functions
- File IO Library Functions
- Making our Own Library
Lesson 12
- Building a 2D Platform Game
- Goals of the Game
- Game Flow Diagram
Lesson 13
- Windows Programming
- Creating Windows
- Responding to Window Messages
- Terminating the Window
- Performance Counters
- Creating Timers
Section 2 Part B
Lesson 14
- History of Graphics Hardware
- DirectX Part 1
- Hardware Abstraction Layer (HAL)
- Render Surface
- Full Screen
Lesson 15
- Image Formats
- Graphics Compression
- Sprites
- Sprite Animation
Lesson 16
- A Scrolling Scene
- Tile Maps
- Parallax Scrolling
- Transparency
- Double Buffering
- Hardware Assistance
Lesson 17
- Managing the World
- Scene Graphs
- Clipping
- Collision Detection
Section 2 Part C
Lesson 18
- Linked Lists
- Hash Tables
- Sorting
- Sorting methods
Lesson 19
- Controlling Games with a State Machine
- Identifying States for Our Game
- Building a State Machine
- Applying the State Machine to Our Game
- Creating a UI
- Responding to UI Events
Lesson 20
- Adding the Player
- Responding to Player Input
- Playing Sound
- Positional Audio Part 1
Lesson 21
- Simple AI
- AI Types
- Adding Enemies
- Conclusion
Section 3 Part A
Lesson 22
- Games Programming (Part 3 - 3D and More Complex Games)
- Introduction to 3D maths
- Vectors
- Matrices
- Quaternions
Lesson 23
- Building a 3D Platform Game
- Goals of the Game
- Game Flow Diagram
- Creating a Base Object Class
Lesson 24
- Vertex Buffers
- Index Buffers
- Primitives
- Skeletons
Lesson 25
- Transformations
- Cameras
- Lighting
- Normals
- Materials
Section 3 Part B
Lesson 26
- Path Finding
- Collision Detection
- Adding the Player
- Adding Player Abilities
Lesson 27
- 3D Scene Graphs
- Picking & Ray Casting
- Skeletal Animation
Lesson 28
- DirectX Part 2 & Open GL
- Vertex Shaders
- Pixel Shaders
Lesson 29
- Mixing 2D & 3D
- Particle Systems
- Post Process & Other Visual F/X
- Skinning
- Shadows
Section 3 Part C
Lesson 30
- Dynamic Environments
- Background Interaction
- Triggers and Regions
- Non-Player Characters (NPCs)
Lesson 31
- AI Revisited
- Adding Behaviours to NPCs
- Even More Route-Finding
- Spawning Enemies
- Positional Audio Part 2
- Adding Audio Triggers
Lesson 32
- Keeping Track of Players
- Selecting and Switching Profiles
- Localisation
- Saving Player Profiles
- Loading Player profiles
Lesson 33
- Debugging Problem Code
- Optimising Code
- Programming for Consoles
Lesson 34
- Enhancing the Game
- Power Ups
- Scene Switching
- Depth Buffers
- Other Programming Languages
- Next Steps
- 12
Train2Game Games Developer