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Effect Programming (5 cr)

Code: LTD7016-3001

General information


Enrollment

01.04.2021 - 30.04.2021

Timing

06.09.2021 - 07.11.2021

Number of ECTS credits allocated

5 op

Virtual portion

5 op

Mode of delivery

Distance learning

Campus

Wärtsilä Campus Karjalankatu 3

Teaching languages

  • Finnish

Seats

20 - 60

Degree programmes

  • Degree Programme in Business Information Technology

Teachers

  • Radu Mariescu-Istodor
  • Anssi Gröhn

Teacher in charge

Anssi Gröhn

Groups

  • LTDNS18A
    Information Technology (BBA), Full-time Studies, Fall, 2018, group A

Objective

Objective is to take command of methods to improve game feel / atmosphere and visual output using visual effects.

Content

Shader programming
Tweening methods
Particle systems and versatile effects created using them
Post-processing effects
Lighting

Teaching methods

You understand how rendering pipeline works and what stages it holds
You understand how rendering pipeline stages can be altered by programming
You understand how materials and shader programs are related
You understand what framebuffers are
You are able to create procedural textures
You are able to create procedual texture into a material
You understand what particle system is
You understand different stages of particle system
You are able to create credible electric shock effect with particle system
You are able to create credible ray effect with particle system
You are able to create credible spark effect with particle system
You are able to create credible fire effect with particle system
You understand what decal textures are
You are able to create decal textures
You understand what environment textures are
You are able to create a refletive mirror surface
You are able to create an immersive environment using skysphere or skybox
You are able to change game mood using lighting and color balance
You understand what post-processing effects are
You are able to create post processing effects
You are able to utilize frame buffers in post-processing effects
You are able to create animated textures
You understand what render-to-texture means
You are able to store rendered frames from camera into texture targets

Student workload

133h of total work

Evaluation scale

H-5

Assessment methods and criteria

Grade is defined from points received from learning assignments. See included grade limits in respect to course maximum points.
<30% => 0
>=30% => 1
>=44% => 2
>=58% => 3
>=72%=> 4
>=86% => 5

Qualifications

Advanved Game Development
C++ programming
Mathematics for programmers

Or equivalent skills and understanding.