Dana Vrajitoru
Office Hours
I355/C490/C590 3D Games Programming
Fall 2026 schedule: online asynchronous and hybrid, W 1:00 -
2:30 pm in NS 225.
Prerequisite: CSCI-C 243 or CSCI-C 343 or INFO-I 254 or
INFO-I 308 or INFO-C 307 or CSCI-A 594 or CSCI-C 310.
Reference Books:
- A. Davis, T. Baptiste, R. Craig (2022): Unity 3D Game Development:
Designed for passionate game developers Engineered to build
professional games. Packt Publishing, or any recent Unity book.
- D. Vrajitoru (2013): The 2D Games Journey, Creative
Space. Kindle
edition Print
edition.
- K. Salen, E. Zimmerman (2003): Rules of Play: Game Design
Fundamentals, MIT Press.
- E. Angel (2008): Interactive Computer Graphics: A Top-Down
Approach Using OpenGL, 5th edition, Addison Wesley, or any recent
computer graphics reference book.
Grading system:
- About 10 homework assignments 20 points each
- Midterm essay 30 points
- Project or Final 50 points
- Quizzes and class participation items: 5 points each
- Achievements up to 12 extra credit points
Note. Taking a final exam can be requested no later than the
last lecture of the semester. Otherwise, an end of semester project
will be expected.
Guidelines for assignments:
- •Game Engine: Unity using C#.
- The assignments, slides, and quizes will be posted to Canvas.
- The assignments are due at midnight of the due date.
- All assignments must be submitted to Canvas. Written homework can
be scanned or typed using MS Word or other appropriate applications.
- No homework accepted after 1 week from the due date. A late
homework loses 10% of the points per day, up to 50% of the points.
- Reasonable expectations concerning the program structure and
clarity: functions should be commented and should not contain more than 20
lines of code. Multiple source files are expected when appropriate.
- All the assignments are individual. Consulting with colleagues is
acceptable, but programs that are too similar can be penalized or
rejected. No credit will be given for programs obtained from external
sources unless explicitly allowed. Do not share significant parts of
the assignments with classmates. Please consult my extended plagiarism
policy in the general campus syllabus.
Course Outline
- Review of game terminology
- Introduction to Unity and C#
- Game structure, event loop, timers
- Game development cycle
- Introduction to game design
- Graphical User Interfaces in Unity
- Storyline, game controls, play mode
- Motion generation, collision detection
- Introduction to Blender, Unity integration
- Autonomous characters and behavior, animation techniques
- Elements of artificial intelligence in games
- Multi-player and persistent state games, networking aspects
More Documentation
M. Morrison (2004): Beginning Game Programming, Sams.
A. Kirmse (2004): Game Programming Gems 4, Charles River
Media.
M. Collins (2001): Linux game programming, Prima Tech.
J. R. Hall, Loki Software (2001): Programming Linux Games,
Loki Software Inc., No Starch.
J. D. Funge (2004): AI for Games and Animation,
A. K. Peters, Natick, Massachusetts.
J. H. Conway (2000): On Numbers and Games, 2nd
edition, A. K. Peters, Wellesley, Massachusetts.
G. Maestri (1999): Digital Character Animation 2, New
Riders.
Last updated: Fall 2026.
d v r a j i t o a t i u s b d o t e d u.