Fakultät Informatik

Computer Games Laboratory

Computer Games Laboratory

Time, Place

Wednesday, 17-18.30,  02.13.10 
(only on days with milestone submissions, see detailed schedule below)


Oct. 18., 2017

Mandatory kick-off meeting: Oct. 09., 2017, 14:00-16:00, room:  02.13.010 . (No matching system needed. If you cannot make it to the kick off, contact us... it won't be possible to join later on!)


Main wiki:   https://wiki.tum.de/display/gameslab1718/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 date tba), and there will be a prize for the best game!


Bachelor Informatik: Games Engineering


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 programming skills (course projects are written in C++).
  • 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 that sign-up for this practical course is happening only during the kick-off meeting at the end of the semester break (i.e., shortly before the summer or winter semester starts). The matching system (for seminars etc.) is not used, and thus you won't see this practical course within the matching system.


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 before presentation)
Lecture: kick-off Oct. 9th
Lecture: softskills and prototyping Oct. 18th Form groups, email to westermann@tum.de (also if you didn't find a group so far, but still want to participate!)
1. Milestone: Game idea pitch Nov. 6th Game idea Report: Game idea proposal
Slides: Game idea
2. Milestone: Prototype Nov. 15th Prototype Report: Prototype
Slides: Prototype
3. Milestone: Interim Demo Dec. 6th First programming results Report: Interim results
Slides: Interim results
Lecture: Playtesting
4. Milestone: Alpha release
Jan. 10th Alpha version Report: Alpha release documentation
Slides: Alpha release
5. Playtesting Jan. 24th Playtesting results Report: Playtesting results
Slides: Playtesting results
6. Final Release Feb. 7th Final release Report: Final documentation
Slides: Final
Compiled final game version
Demo Day live presentation Feb. ??? Live Demo


R. Westermann (westermannotum.de)

Previuos instances of this course

Winterterm 2017/2018

-  Gameslab 2017 / 2018

Summerterm 2017

-  Ready Steady Die

-  Solve'n Slide

-  Wub Wub Arena

Winterterm 2016/2017

-  Icewave

-  Ozapft is

-  Pandemia Munich

-  The Red Line

-  Unsolved : Hinterkaifeck

Summerterm 2016

 Lumen Force

-  Ar 'n' Dungeon

Winterterm 2015/2016

 The Last Men

 Eddy Flux

 Stickmen Frenzy

Summerterm 2015

 Broken Shard

 Into Darkness 

 Super Rapid Pace Race: Space

 Illegal Alien



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.