Diploma in Game Development
The aim of this course is to equip the students with the technical skills to develop every aspect of a single player game.
This course will cover the entire development pipeline from coming up with game ideas and concepts to building a game you can deploy on whatever platform you choose. The module is split into two semesters, in the first semester we look at 2D game development and 2D art then in the second we move onto 3D game development and 3D art.
We focus on the technical skill needed in order to do this using industry standard tools provided by Pulse college. These are skills that are actively sought after by game development studios both locally and world wide. Our industry involved teaching staff always make sure that the skills and software knowledge is up to date with the current industry standards and will tailor the course towards this.
If you’re interested in how games are made, improve your game development skills or looking to put together an industry or academic portfolio together this course will help you to reach your goal.
DETAILED COURSE CONTENT
SEMESTER ONE (12 WEEKS)
- Opening Unity, folder structure in explorer, different windows in the default setup
- Intro to C#, different variables, structure of functions and classes. Moving ontostatements and loops. Creating custom functions.
- Talking about functions that are called by Unity.
- Combine the two introductions and make flappy bird.
- Introduce: rays, colliders, rigidbodies, animator
- Basic AI: States, Navmesh, (Importing assets?)
- Development of top down shooter (1st assignment)
Intro into 2D art:
- What is 2D art in games? Concept art, environment art, video game characters
- Applications in classic and modern games.
- Basics of photoshop.
- Prop creation (1st assignment)
Further 2D art:
- Character concept art: mood boards, world appropriate, developing a character,
- Taking the characters and fleshing them out: Learn more about photoshop, further use
of brushes, layers etc.
- Character front, side, back and 3⁄4 view(2nd assignment)
This will be a theory heavy modules and will tie in technically with the 2nd semester with fungus and the introduction at the start of the 2nd year game.
- Driving force between player and game, simple narrative: Super Mario, Flappy bird etc, more complex narrative eg: Skyrim, Witcher etc.
- Intro in game to explain controls.
- Types of storytelling, dialogue, project planning (how it ties into game development) and
Brief introduction on ethics, history and psychology of games.
- Ethics in games, current climate, examples of contrivertial games(extreme contrent eg. GTA and scandles PS4 hacking)
- History, changes in games and revolutionary games that pushed the boundies.
- Psychology what makes games entertaining, how to hook people into your game, extreme cases of video game addiction
2D art asset
2D art character
2D Unity game(Top down shooter)
SEMESTER TWO (12 WEEKS)
Further the skills learnt in the intro course. Introduce elements such as advanced AI, FPS controllers, object pooling, audio systems, 3D applications
- C# using enums, invokes, static variables and functions in managers, further modifying component variables through C#, passing and returning variables from functions (and other refactoring techniques)
- Importing assets into Unity and configuring them for your project.
- Building levels using pro builder(this will tie in with 3D art)
- (Possible) Shader graph, HDRP (prob won’t happen)
Introduction to 3DsMax, asset modelling and texturing with the end goal to use the assets made
in the FPS game.
- Navigating 3DsMax, working knowledge of the tools used to create 3D meshes, what are polygons? creating assets using addition and deformation, basic understanding of best practices when creating 3D models for use in Unity.
- UV unwrapping and making texture sheets in photoshop.
- Make a crate for use in Unity project, multiple faces with different faces. (1st assignment)
- Use of modifiers to assist modelling, converting concept art into a 3D model
- Make the weapon for use in FPS game. (2nd assignment)
Further look at the animator in Unity and how it can be used to transition between animations, the links between scripts and animator parameters and calling events.
- Basic animations like opening doors and firing weapons. Calling these transitions through scripts and calling scripts through animation events.
- More advanced animation trees for characters idle, walk, run and attacking.
Making flow in a game through competent level design. Introducing elements of the game slowly to allow the player to learn the systems in place. Placement of enemies, pickups and events. Examples of good and bad level design.
How to properly use sound in Unity. Best practises for one shot sounds, reusing game objects from a pool. Introduction to the audio mixer in unity. World reverb and trigger events with sound. Animations and sound.
Current climate of the games industry. Different models for generating income from games (premium, freemium and free to play). Intra and entrepreneurship. Starting a business. Business plans. Grants available for start ups. Finding a job in the games industry. Irish based game developers. Success stories from the college.
- A proven general interest in games, and an interest in related creative media arts
- Basic knowledge of computers (either Mac or PC) and game design software will be helpful, but not essential before starting the course
- A willingness to explore new ideas is important alongside a positive attitude towards this creative field of study
The skills gained through this course will allow you to move into a variety of careers within the games industries, as well as to progress to further study. At the end of the programme, you will have built up an extensive portfolio demonstrating technical, artistic and professional abilities, giving you the cutting edge needed to gain employment in this exciting and varied industry.
Celebrate your achievements in learning with approved digital badges. Learners can share their credentials across a variety of social media platforms, with contacts, and the greater community enhancing their professional profile.
Digital badges are a powerful new tool for identifying and validating the rich array of people’s skills, knowledge, accomplishments, and competencies defined and awarded to learners from recognised Issuers.
Each badge is a digital representation of skill, learning achievement or experience, associated with an image and metadata. The metadata provides information about what the badge represents and the evidence used to support it. This allows digital badges to inspire new pathways to learning and connect learners to opportunities, resources, and one another.
Your Badges will demonstrate to prospective employers the skills you demonstrated and achieved throughout your journey at Pulse College.
Got a question?
HOW TO APPLY
This course is a direct application course and includes an interview. Applications are currently taken through the Application Form below. Upon receiving your application form our Admissions Team will contact you to schedule your course interview.
The programme is designed for all ages (over 17 years of age) and skill levels, whether you are new to the industry, looking to up-skill, or wanting to learn new skills and enhance your career options within the games industry. No industry experience is required and applicants may be accepted without formal academic qualifications.
This course requires an interview as part of your application.
Total Course Fee
Flexible Payment Option
Deposit: €800 (payable upon acceptance onto the course, following interview)
Enrolment Fee: €3,500 (payable in September)
Installments: 4 payments of €672.5 (Oct – Jan)
This course is not recognised on the ILEP and therefore not available for non-EU international student application.