Fakultät Informatik

Computer Games Laboratory

Computer Games Laboratory

Time, Place

Mo. 14:15 - ca. 15:45, room  02.13.010

(Only on days with milestone submissions, see detailed schedule below)


N. Thuerey, S. Wiewel


Mandatory kick-off meeting: April 3rd in room 01.10.011 at 14:15 hrs. (For sign-up details, please carefully read the registration section below!)

Begin Laboratory: Monday, April 23., 2018


Main wiki:  https://wiki.tum.de/display/Gameslab2018/Home

This course is open only to master students in Informatik: Games Engineering. The module comprises lectures, programming exercises, and student presentations

Final pres.

The final presentation of results will take place during the demo day (exact day tba).


Bachelor Informatik: Games Engineering


- Information on the wiki access will follow.


Short Summary

Computer games development comprises the conception of the game world and the specification of the game flow and rules, artistic aspects, as well as the technical realization of the game via software, interaction- and display-devices. The goal of this course is to facilitate an in-depth understanding of the game development process. Students gradually design and develop a computer game in small groups and get acquainted with the art of game programming.


The Computer Games Laboratory addresses modern three-dimensional computer games technologies. In small teams, students will design and develop a computer game. The focus will be on the technical aspects of game development, such as rendering, interaction, physics, networking, distribution and parallelization, animation, and AI. In addition, we will cultivate creative thinking for advanced gameplay and visual effects. 

This is a practical course which involves a hands-on approach with neither traditional lectures nor exercises. Instead, we will meet ca. once a week to discuss technical issues and to track progress. Students can utilize available game engines, yet we will make sure that a considerable own programming effort will be invested. While development will take place on PCs, students are free to choose the target platform of their final game. 

At the end of the course, all results will be presented to the public. The best projects, choosen by the audience and a jury of experts from industrial partners, will be awarded hard- and software prices.  


  • Good coding skills for the platform / language / engine of your choice.
  • Students should have passed successfully the Bachelor program Informatik: Games Engineering.
  • We recommend higher level courses in the area of specialization related to the game technology making your game distinct.


Regardless the content of the game, the development process must adhere to the guidelines proposed below. Students are encouraged to design a game that has strong links to one of the areas of specialization in the curriculum of the Master program Informatik: Games Engineering.     

Students chose their favorite area of specialization and contact the corresponding adminstrator (see list below) to propose and discuss the intended game. Teams from different areas can also join to create an even more complex game. 


All students have to sign up for the Computer Games Laboratory and attend the mandatory lectures. It is not possible to join later on during the semester. Note - this practical course does not use the regular TUM informatics matching system you might know from other seminars and practicals.

In order to register for this course, send a short email to  nils.thuerey(at)tum.de with your name. This email needs to be sent before the kick-off meeting. If you already have a team, please also indicate this in the email.

Next, make sure to attend the kick-off meeting. It takes please before the semester starts because of the tight milestone schedule for this course. Note that you should not sign up for this course until you're sure you will participate. If you drop out, this can cause significant problems for your other team members.


The following table gives an overview of all in class meetings during the semester. On all none mentioned weeks there is no class.
lecture / milestone date team presentation to publish on the wiki
(due sunday before presentation)
Lecture: kick-off 3. April Form groups, register groups by Apr. 16 via email to nils.thuerey@tum.de
Lecture: softskills and prototyping 23. April Groups formed and registered.

1. Milestone: Game idea pitch
30. April Game idea Report: Game idea proposal
Slides: Game idea

7. May   Critiques (wiki)
2. Milestone: Prototype14. May Prototype Report: Prototype
Slides: Prototype
Wiki: mutual critiques
3. Milestone: Interim Demo 4. June Interim results Report: Interim results
Slides: Interim results
Lecture: Playtesting
4. Milestone: Alpha release
25. June Alpha version Report: Alpha release
Slides: Alpha release
5. Playtesting 2. July Playtesting results Report: Playtesting results
Slides: Playtesting results
6. Final Release 9. July Final release Report: Final documentation
Slides: Final
Compiled final game version
Demo Day live presentation Live Demo

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Bachelor and Master thesis in the following areas:
- A remote rendering system for point cloud data (in collaboration with industry)

- Deep learning for improved weather forecasting

- Learning trajectory clustering using neural network
- Learning Level-of-Detail representations for point clouds

- In collaboration with partners from industry, we have a number of thesis topics available in the area of point-based rendering, geo-localization using public data, scene fusion from different viewpoints. If you are interested, please contact  westermann(at)tum.de


- One PhD position on   Turbulence Visualization is available at the Computer Graphics & Visualization group.