Course Code: GES605
Learn the fundamentals of creating a C++ program. You’ll understand console input and output, arithmetic operators, functions, and more.
Discover template classes and functions, how to handle errors, number systems, data representations, and bit operations.
Move on to learning game mathematics, including algebra, set theory, polynomials, trigonometry, and more.
Learn about interface and rendering modes. Find out everything you need to know about primitives, meshes, and mesh editing.
Understand pivots and manipulators, the 3D cursor, object joins, separation, and duplications. You’ll also learn about polygon structure and count, and how to model with bevel, extrude, and multi-resolution.
Create projects and understand the user interface. Learn about viewport navigation, as well as how to view modes and show flags. Discover how to place objects in a level, as well as how to manage content and lighting.
I. C++ Programming for Game Developers I
A. How to Create a C++ Program, Console Input and Output, Variable, and Arithmetic Operators
B. Logical Operators, Controlling Program Flow, Repetition, and Arrays
D. References and Pointers
E. Classes and Object-oriented Programming Design
G. Operator Overloading
H. File Input and Output
I. Inheritance and Polymorphism
II. C++ Programming for Game Developers II
A. Template Classes and Template Functions
B. Error Handling
C. Number Systems, Data Representations, and Bit Operations
D. The Standard Template Library
E. Introduction to Windows Programming
F. Menus and Drawing with GDI
G. Dialog Boxes
H. Timing, Animation, and Sprites
I. Designing and Implementing a 2D Game
III. Game Mathematics
A. Real Numbers
C. Set Theory and Functions
F. Vector Mathematics
G. Matrix Mathematics
H. Quaternion Algebra
I. Linear Transformations
J. Analytic Geometry
IV. General Game Modeling and Texturing
A. Interface and Rendering Modes
B. Primitives, Meshes, and Mesh Editing
C. Pivots and Manipulators
D. The 3D Cursor
E. Object Join, Separate, Duplication
F. Polygon Structure and Count
G. Modeling with Bevel, Extrude, Multiresolution Modifiers
H. Spin Tool and Splines
I. Image Planes
J. Texture Maps and UV Unwrapping
K. Creating and Saving Scenes
V. Unreal Engine Foundation
A. Creating Projects and Understanding the User Interface
B. Viewport Navigation
C. View Modes and Show Flags
D. Placing Objects in a Level
E. The Content Browser
F. Material Creation
G. Basic Scene Lighting
H. Introduction to Blueprints
Frank Luna has programmed interactive 3D computer graphics for more than a decade. He has 15 years of C++ programming experience, having worked as a contractor, with Hero Interactive, and on the open source Scorch 3D engine. Since 2004, he has taught C++ and mathematics for games at the Game Institute. He has also written a number of best-selling textbooks on game and graphics programming, including “Introduction to 3D Game Programming with DirectX 11.0.”
John DeGoes began writing software and designing digital logic circuits during the early 1980s. He has been actively involved in the fields of computer science, mathematics, and game development for more than fifteen years. He has authored two games programming books, “3D Game Programming with C++” and “3D Game Programming with C++ Gold Edition” and several published articles on the subject. DeGoes holds a bachelor’s degree in applied mathematics from Montana State University-Billings and is working on his doctorate in applied mathematics.
Gary Simmons started programming games in 1981. In May 2000, he founded Mr.GameMaker.com, a teaching site dedicated to helping game programmers (hobbyists and professionals alike) learn cutting-edge game programming techniques. Simmons has published dozens of full-length game development papers and tutorials. He has been teaching since 2001 and also serves as a faculty director.
Adam Hoult is the lead technology developer at the Game Institute. He started programming in the early 1980s and has since developed a number of engine and tool design projects. Hoult spent time running a development tools production company and game programming site. Eventually, he teamed up with fellow instructor Gary Simmons to develop the successful Mr.GameMaker.com teaching website.
Brian Hall is an engineer and AI programmer at Midway Amusement Games. He currently works on advanced AI algorithms for an upcoming action-adventure console title. He has also designed and written parametetric airport generation software for SimAuthor Inc, as well as a real-time CLOD terrain system using real-world satellite imagery and elevation data. Previously, Hall was a senior engineer at Accurate Automation Corporation, where he developed real-time learning systems for detecting pilot-induced oscillations in aircraft.
David Bourg is a naval architect and marine engineer. He performs computer simulations and develops analysis tools that measure things such as hovercraft performance and the effect of waves on the motion of ships and boats. He also teaches ship design, construction, and analysis at the college level. In addition to his practical engineering background, Bourg owns a computer game development and consulting company, Crescent Vision Interactive. Current projects include a massive multiplayer online role-playing game and several Java-based multiplayer games.
To enroll in this course, you need to have a reasonable familiarity with computers and a background in high school-level mathematics is strongly recommended. No prior game or graphics programming experience are necessary. The Video Game Design and Development course is for you if you seek a professional career as a game developer. It's also well-suited for enthusiastic amateurs and gamers looking to explore this exciting field as a recreational endeavor.
Other: Email capabilities and access to a personal email account.
The instructional materials required for this course are included in enrollment and will be available online.
The best part of this program was the audio in the lessons. Normally, I learn best by assisted reading. Since I did not have an instructor the audio threw in a lot of what was not found (personal experience) elsewhere. The thing that most kept me going on the first graphics module was the accent of the Geico Gecko -- he really kept me interested! He also demonstrated direct knowledge and testing of the material he talked about --- awesome."
Yes, ed2go courses are online, so you never have to actually travel to the school. Most schools offer telephone or online registration.
This course is open enrollment, so you can register and start the course as soon as you are ready. Access to your course can take 24-48 business hours.
This course is self-paced and open enrollment, so you can start when you want and finish at your own pace. When you register, you'll receive twelve (12) months to complete the course.
The time allotted for course completion has been calculated based on the number of course hours. However, if you are unable to complete the course, contact your Student Advisor to help you work out a suitable completion date. Please note that an extension fee may be charged.
You may be assigned with an instructor or team of industry experts for one-on-one course interaction. Your support will be available (via e-mail) to answer any questions you may have and to provide feedback on your performance. All of our instructors are successful working professionals in the fields in which they teach. You will be assigned to an Advisor for academic support.
Upon successful completion of the course, you will be awarded a Certificate of Completion.
This course will provide you with the skills you need to obtain an entry-level position in most cases. Potential students should always do research on the job market in their area before registering.
ed2go courses are non-credit, so they do not qualify for federal aid, FAFSA and Pell Grant. In some states, vocational rehab or workforce development boards will pay for qualified students to take our courses. Additionally, some students may qualify for financial assistance when they enroll, if they meet certain requirements. Financing is available from select schools. Learn more: https://www.ed2go.com/career/financial-assistance
If you have questions that are not answered on our website, please feel free to contact us via LIVE CHAT or by calling us at (855) 520-6806. If you are visiting us during non-business hours, please feel free to send us a question using the Contact Us form.
Most modules in this course are designed for PC development on the Windows platform. However, the techniques that you learn in our course can often be non-platform specific. In cases that are platform-specific, source code can often be ported to other computer development platforms (such as Macintosh and Linux) with varying degrees of effort. Consoles, such as Xbox One and PS4 utilize closed-development libraries, and they’re not compatible with this course. However, most of the general game-engine development techniques you’ll learn are certainly compatible with all major consoles, regardless of the differences between APIs.