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Débute 26 June 2026 17:35

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HP : De la programmation à la création : Maîtriser la programmation de jeux vidéo

Maîtrisez le développement de jeux de la théorie à la production au cours de ce parcours de 6 semaines sur SWAYAM couvrant Unity, C#, l'intelligence artificielle, l'animation 3D et les pratiques de l'industrie à travers 20 modules structurés.
IGNOU via Swayam

IGNOU

18 Cours


IGNOU est la plus grande université ouverte de l'Inde, proposant des cours d'apprentissage à distance flexibles et économiques dans diverses disciplines. Elle a une présence mondiale et sert plus de 4 millions d'étudiants en Inde et à l'étranger.

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IGNOU-HP:

01From Code to Creation:

Mastering Game Programming From Code to Creation:

Mastering Game Programming is a course of the SWAYAM programme offered to learners seeking a comprehensive entry into the field of game development.IntroductionGame development is at the intersection of art, technology, and design. This course is a 6-weeks SWAYAM course structured across 6 Weeks consisting of 20 modules, designed to take learners on a progressive journey from the foundational principles of game development.

The course is suitable for students, aspiring game developers, creative professionals, and anyone with a keen interest in understanding how games are developedThis course broadly focuses on the creative and conceptual dimensions of game development, i.e. moving from Code to the Creation of games.By the end of the course, learners will possess both the creative vocabulary and the technical competence to participate meaningfully in the game development process.The topics included in the course are:

Week-1:

Introduction to Game Industry & Foundations - This week marks the transition to the technical half of the course, beginning with a broad survey of the modern game industry, the production pipeline, and the programming and engine foundations that power games.Introduction to the Game Industry:

The scale, structure, and business models of the global game industry — publishers, developers, distributors, and the indie ecosystem.Game Production Pipeline:

Stages of game production — pre-production, production, alpha, beta, gold, and post-launch — and the roles involved at each stage.Programming Behind Games:

An accessible overview of how programming powers game systems — rendering, physics, input handling, audio, and scripting.Game Engines Overview:

A survey of the game engine landscape — what engines do, key options available to developers, and criteria for selecting the right engine for a project.Week-2:

Programming Fundamentals - This week provides a beginner-friendly introduction to programming concepts essential for game development. All topics are contextualised within game scenarios to reinforce relevance and practical application.Understanding the Basics of Programming (Part 1):

Variables, data types, operators, control structures (conditionals and loops), and basic input/output — the fundamental building blocks of any programme.Understanding the Basics of Programming (Part 2):

Functions, scope, arrays, basic object-oriented programming principles — classes, objects, inheritance — and how these concepts apply in game scripting.Week-3:

Game Engines — (Unity) - This week provides hands-on engagement with Unity, one of the most widely used game engines globally.

Learners navigate the Unity environment, work with core systems, and begin writing scripts to bring game elements to life.Game Engine Unity (Part 1):

Unity interface overview, project setup, scene management, the hierarchy and inspector panels, and working with GameObjects and components.Game Engine Unity (Part 2):

Introduction to C# scripting in Unity — writing and attaching scripts, accessing components, handling player input, and controlling game objects.Game Engine Unity (Part 3):

Physics, colliders, rigidbodies, prefabs, and an introduction to the Unity Asset Store — building a small interactive scene as a practical exercise.Week-4:

Game Mechanics & AI – (Building on the Unity foundation), this week focuses on implementing game mechanics in code and introduces Artificial Intelligence techniques used to create responsive and intelligent game worlds.Game Mechanics (Part 1):

Implementing core mechanics in Unity — player movement, collision response, scoring systems, timers, and health/damage systems.Game Mechanics (Part 2):

Advanced mechanics — inventory systems, power-ups, state machines for game objects, and integrating mechanics into a cohesive gameplay loop.Artificial Intelligence in Games:

Fundamentals of game AI — pathfinding (A* algorithm), behaviour trees, finite state machines for enemies, and creating believable non-player character behaviour.Week-5:

Asset Creation & Animation-This week addresses the visual and artistic pipeline of game development — covering the creation of 3D assets, animation principles, and the technical process of integrating assets into a live game project.Asset Creation for Games:

Principles of creating game-ready 3D models and textures — polygon budgets, UV mapping, texture atlasing, and optimisation for real-time rendering.3D Animation for Games:

Fundamentals of 3D animation — rigging, skinning, keyframe animation, and animation cycles (idle, walk, run, attack) designed for game engines.Integrating Assets with Animations in Games:

Importing and configuring 3D assets and animations in Unity — the Animator Controller, animation state machines, blend trees, and triggering animations through code.Week-6:

Production, Management & Industry Practices - The final block brings the course full circle — connecting the creative and technical skills developed throughout the programme to the professional practices of the game industry. Learners gain insight into how games are produced at scale, how teams are managed, and how budgets are planned and controlled.Engine Best Practices:

Writing clean, maintainable code in Unity — naming conventions, project structure, performance optimisation, and avoiding common technical pitfalls.Programming Breakdown Through Own Development:

A practical walkthrough of an independently developed game project — examining real programming decisions, trade-offs made during development, and lessons learned.Production Management Methods:

An introduction to project management methodologies used in game studios — Agile, Scrum, milestones, sprints, and tools for tracking progress and managing risk.Producing the Game in a Production Company:

How professional game studios organise production — team structures, producer responsibilities, publisher relationships, gold certification, and launch processes.Managing the Budget in the Game Industry:

Financial planning in game development — budgeting for development cycles, managing costs across departments, understanding revenue models, and financial reporting within a production company.

Programme

  • **Semaine 1 : Introduction à l'industrie du jeu vidéo et fondations**
  • Introduction à l'industrie du jeu vidéo
  • Échelle mondiale de l'industrie, structure, et modèles économiques
    Rôles des éditeurs, développeurs, distributeurs, et indépendants
  • Pipeline de production de jeux
  • Étapes : Préproduction, production, alpha, bêta, gold, post-lancement
    Rôles impliqués à chaque étape
  • Programmation derrière les jeux
  • Aperçu du rendu, de la physique, de la gestion des entrées, de l'audio, du scripting
  • Vue d'ensemble des moteurs de jeux
  • Ce que font les moteurs de jeux
    Moteurs clés et critères de sélection d'un moteur
  • **Semaine 2 : Fondamentaux de la programmation**
  • Comprendre les bases de la programmation (Partie 1)
  • Variables, types de données, opérateurs, structures de contrôle, entrée/sortie de base
  • Comprendre les bases de la programmation (Partie 2)
  • Fonctions, portée, tableaux, principes de POO : classes, objets, héritage
  • **Semaine 3 : Moteurs de jeux — Unity**
  • Moteur de jeu Unity (Partie 1)
  • Interface Unity, configuration du projet, gestion des scènes, GameObjects, composants
  • Moteur de jeu Unity (Partie 2)
  • Script C#, accès aux composants, gestion des entrées, contrôle des objets
  • Moteur de jeu Unity (Partie 3)
  • Physique, colliders, rigidbodies, prefabs, Unity Asset Store
  • **Semaine 4 : Mécaniques de jeu et IA**
  • Mécaniques de jeu (Partie 1)
  • Mouvement du joueur, réponse aux collisions, score, minuteurs, systèmes de santé/dégâts
  • Mécaniques de jeu (Partie 2)
  • Systèmes d'inventaire, power-ups, machines à états finis, intégration de la boucle de jeu
  • Intelligence artificielle dans les jeux
  • Principes fondamentaux de l'IA : recherche de chemin (A*), arbres de comportements, machines à états finis
  • **Semaine 5 : Création d'actifs et animation**
  • Création d'actifs pour les jeux
  • Principes des modèles 3D et textures : budgets de polygones, mapping UV
  • Animation 3D pour les jeux
  • Rigging, skinning, animation par keyframe, cycles d'animation
  • Intégration des actifs avec animation dans les jeux
  • Importation d'actifs, contrôleur d'animateur, machines à états d'animation, arbres de mélange
  • **Semaine 6 : Production, gestion et pratiques industrielles**
  • Meilleures pratiques du moteur
  • Écriture de code propre, conventions de nommage, structure de projet, optimisation des performances
  • Démontage de la programmation à travers son propre développement
  • Présentation d'un projet de jeu développé de manière indépendante
  • Méthodes de gestion de la production
  • Agile, Scrum, jalons, sprints, suivi des progrès
  • Produire le jeu dans une société de production
  • Organisation de studio, structures d'équipe, responsabilités du producteur, processus de lancement
  • Gestion du budget dans l'industrie du jeu vidéo
  • Planification financière, budgétisation, gestion des coûts, modèles de revenus, gestion financière

Enseigné par

Dr. Sudhansh Sharma and Dr. Amit Verma


Matières

Programming