Ludo Erudito
Ludo EruditoIZHV
13 Interactive Lectures

Course Lectures & Recordings

Comprehensive slide decks (Dark, Light, Print), video recordings, and theoretical foundations of computer graphics, game physics, and real-time interactive systems.

12026-09-14

Lecture 1: What is a Game

Course introduction, syllabus, grading requirements, and theoretical foundations of games, play, and interactive entertainment.

Definitions of Play & GamesMagic CircleGame Taxonomies
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22026-09-21

Lecture 2: Game Design

Core game loops, mechanics-dynamics-aesthetics (MDA) framework, balancing systems, and player feedback loops.

MDA FrameworkCore Game LoopsPlayer Motivation
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32026-10-05

Lecture 3: Game Engine

Components of modern game engines: main loop, scene graphs, entity-component systems (ECS), memory management, and cross-platform compilation.

Main Game LoopScene GraphComponent Pattern & ECS
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42026-10-12

Lecture 4: Unity as a Platform

Tour of Unity runtime, MonoBehaviours lifecycle, asset serialization, ScriptableObjects, and WebGL packaging.

MonoBehaviour LifecyclePrefabs & SerializationScriptableObjects
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52026-10-19

Lecture 5: User Input

Handling keyboard, mouse, gamepad, and touch inputs. Event systems, input buffering, and player responsiveness.

Input System vs Legacy InputAction Maps & CallbacksInput Buffering
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62026-10-26

Lecture 6: Space and Bodies

2D and 3D physics engines, rigidbodies, colliders, collision layers, triggers, rays, and physics simulation steps.

Rigidbodies & KinematicsDiscrete vs Continuous CollisionsRaycasting & Queries
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72026-11-02

Lecture 7: Visualization and Rendering

Modern graphics pipeline: vertices, rasterization, shaders, lighting models (Phong, PBR), camera projections, and post-processing.

Graphics Pipeline OverviewVertex & Fragment ShadersLighting Models
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82026-11-16

Lecture 8: Assets and Models

Asset pipelines, 3D meshes, UV unwrapping, textures, normal maps, LOD systems, and sprite sheets.

Mesh Data StructuresUV MappingTexture Formats & Compression
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92026-11-23

Lecture 9: Scene Dynamics

Keyframe animation, skeletal animation, blend trees, state machines (Mecanim), procedural animation, and particle systems.

Skeletal Rigs & SkinningAnimator State MachinesInverse Kinematics (IK)
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102026-11-16

Lecture 10: Visual Interface

Diegetic vs non-diegetic UI, canvas render modes, responsive layout anchors, menu navigation, and player accessibility.

Diegetic vs Spatial vs Non-DiegeticUnity UI Canvas & UI ToolkitScreen Scaling
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112026-11-30

Lecture 11: Sound System

Audio sources, listeners, 3D spatial attenuation, mixers, snapshots, dynamic music systems, and audio feedback in games.

Audio Listeners & 3D SpatializationAudioMixer RoutingDynamic Interactive Music
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122026-12-07

Lecture 12: Idea to Realization

Game production lifecycle, scoping, rapid prototyping, playtesting methodologies, bug tracking, and release management.

Scoping & Minimum Viable GamePlaytesting FrameworksBug Tracking & QA
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132026-12-07

Lecture 13: Guest Lectures

Invited game development studio guests, cutting-edge industry practices (motion capture, adaptive sound), career pathways, and course game showcase.

Motion Capture ProductionAdaptive & Interactive SoundIndustry Production Pipelines
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