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ARTIFICIAL INTELLIGENCE APPLICATIONS FOR GAME DESIGN

Course
GADS304 - ARTIFICIAL INTELLIGENCE APPLICATIONS FOR GAME DESIGN
Department
Digital Game Design - English - Undergraduate
Course Type
Course
Status
Required
Language
English
Credit
3
ECTS
5
T+P+L
3 + 0 + 0
Course Coordinator(s)
Sr. Instr. Atiyeh MOHAMMADZADEH
Prerequisite
-
Keywords

Course Description

This course aims to provide students with an understanding of the fundamentals of virtual reality within the context of game design. Theoretical topics covered in the course include the history of virtual reality, its relationship with other mixed reality technologies, key design considerations, communication, the evaluation of application projects, and the social and ethical implications of 3D technologies. Practical topics addressed include OpenGL and WebGL, real-time rendering, 3D display systems, lighting and electronics for visualization, IMUs and sensors, tracking, haptics, rendering pipelines, multimodal human perception and depth perception, and studio applications. Students are expected to apply their theoretical knowledge of virtual reality concepts to design simple, virtual reality-based computer game environments.

ARTIFICIAL INTELLIGENCE APPLICATIONS FOR GAME DESIGN

Evaluation Tools (Active Term)

No evaluation items have been defined.

Course outcomes

No course outcomes have been defined yet.

Course Syllabus

Week Topic
Week 1 Introduction to Artificial Intelligence
Week 2 AI and Visual Production
Week 3 Copyrights and Ethical Issues in AI
Week 4 Visual Generation Tools and Prompt Engineering
Week 5 Character Design and Variation Generation for Games
Week 6 Character Expressions, Posing, and Visual Consistency
Week 7 Midterm Project Workshop: Character Design Development
Week 8 Midterm
Week 9 Midterm
Week 10 Environment, Location, and Background Design
Week 11 In-Game Asset and UI Generation
Week 12 Advanced Control: Image-to-Image, LoRA, and ControlNet
Week 13 Principles of Creating a Concept Art Document (Art Bible)
Week 14 Portfolio Organization and Final Project Review
Week 15 Final

Reference Books & Course Materials

No reference books have been listed.

Learning Outcomes

  1. L02 Evaluate the impact of generative AI technologies on traditional game development pipelines and concept art workflows. SOLO 5
  2. L03 Discuss the foundational technical concepts and core categories of Artificial Intelligence used in digital game design. SOLO 5
  3. L04 Develop a critical perspective on the future role of the game designer and interactive storyteller in an AI-driven landscape. SOLO 5
  4. L05 Analyze the societal, ethical, and legal challenges, including copyright issues, inherent in using generative AI for commercial game production. SOLO 5

Program Outcomes

  1. P01 To be able to understand analog and digital games' theoretical and historical development.
  2. P02 Has a general understanding of the history and culture of the nation and the world in which he lives.
  3. P03 Digital game engines are well-suited for application.
  4. P04 His/Her mastery of the fundamental sciences underpins his/her expertise in the creation of digital games.
  5. P05 Understand the mechanics, logic, and frameworks of analog and digital games.
  6. P06 Possesses an aesthetic sensibility and knowledge of art.
  7. P07 Communication, art, music, psychology, sociology, mythology, philosophy, economics, cinema, history, and other disciplines gained the potential to benefit from one another during the game design process.
  8. P08 Knowing how media and digital games affect people and society and designing games responsibly in light of that knowledge.
  9. P09 Be able to assess critically the knowledge and abilities acquired through research in the area and other related areas.
  10. P10 Acquires expertise in artistic design to aid in the creation of digital games.
  11. P11 Make good use of digital game creation software and programs.
  12. P12 Possesses the skills necessary to write the code for digital games created for various platforms.
  13. P13 Possesses the capacity to jointly build digital games' aesthetic and computational aspects.
  14. P14 Possesses the capacity to create and communicate stories utilizing a variety of technologies.
  15. P15 Has the capacity to design, plan, and analyze the game as a concept.
  16. P16 Possesses the capacity to come up with tangible fixes for the issues that arise during the creation of digital games.

Po-Lo Matrix

LO P01 P02 P03 P04 P05 P06 P07 P08 P09 P10 P11 P12 P13 P14 P15 P16 Average
L02 2 0 1 2 0 4 1 2 4 4 0 0 1 4 4 1 1.88
L03 2 0 1 2 0 3 1 2 4 4 0 0 1 4 4 1 1.81
L04 2 0 1 2 0 4 1 2 4 4 0 0 1 4 4 1 1.88
L05 2 0 1 2 0 4 1 2 4 4 0 0 1 4 4 1 1.88