Graphics and Mobile Gaming Education Kit

Teach your students the theory and practice of video game design, using the latest graphics and game design technologies on Arm Mali GPU-powered smart devices. The video game industry is growing rapidly, with a focus on high performance, low energy devices, and Arm Mali processors offer a cost efficient, high performance and low energy GPU.

 

Kit specification:

  • A full set of lecture slides, ready for use in a typical 10-12-week undergraduate course (full syllabus below)

  • Lab manual with project code and solutions. All software tools needed in this kit are available free of charge. Some labs work best on an Android-based Mali GPU-powered smart device.
  • Prerequisites: Basic understanding of C++/Java programming

Course Aim

To enable students to create their own 3D games on mobile devices through the teaching of graphics and gaming fundamentals and hands-on practice using professional graphics API and game engines

 

Learning Outcomes

  • Knowledge and understanding of
    • Arm Mali GPU architecture
    • Core OpenGL ES rendering techniques
    • Game design methodology
    • Game physics and logic programming
    • The use of powerful graphical effects in 3D game design
  • Intellectual
    • Ability to use different graphics and game design techniques to optimize performance and reduce power consumption on mobile devices
    • Ability to utilise multiple software design principles to manage future projects
  • Practical
    • Capability to create computer graphics on mobile devices using the Open GL ES library
    • Capability to create 3D games from scratch using commercial game design engines

 

Syllabus

1 Introduction to Graphics and Game Programming
2 GPU Architecture and Mali GPU
3 Introduction to OpenGL ES
4 Rendering Pipeline and Shader Programming
5 3D Graphics and Matrix Manipulation
6 Texturing and Lighting
7 Performance Optimization and Programming Techniques
8 Introduction to Game Engines
9 Game Graphics and Audio
10 The Design of Video Games
11 3D Effects, Architecture and Performance Considerations
12 Virtual Reality
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