COMP 521: Modern Computer Games
Fall 2025, McGill University

Course Information
Course format
Lectures: Course lectures will be in-person. Online (zoom) lecturing may be used if/when necessary, in which cases announcements in MyCourses will be made on or before the day of the lecture.
Recordings: Lectures will be recorded by the lecture recording system. Students should nevertheless plan on regularly attending class, as recordings may not be comprehensive, and no special effort will be made to ensure quality, or recover/fix/supplement recordings that experience technical issues. Low attendance rates may result in cessation of recordings without notice.
Notes: Making notes is part of the learning process. Instructor notes will not be provided; students are expected to attend class and make their own notes.
Equipment: Assignments will require Unity3D so you will need a computer capable of running that software. Unity3D is available for Windows, Mac and with some extra effort, Linux. Note that the free personal (or student edition if you prefer) of Unity3D is all you need.
Time & Place
Monday, Wednesday 14:35–15:55
ENGMC 11
Instructor Website Email
Clark Verbrugge
Office hours (starting in September): Please see my main web page for specific times.
Teaching Assistants
TBA
Pre-requisites
COMP 251 (Algorithms and Data Structures)
MATH 223 (Linear Algebra)
COMP 303 (Programming Techniques) or COMP 361 (Systems Development Project)
A beginner knowledge of Unity3D. If you do not know Unity, a basic knowledge can be acquired in a matter of hours; such as from having done one or more of the simpler online tutorials (e.g., "Roll-a-Ball", and/or "John Lemon's Haunted Jaunt").
Note that assignments will require non-trivial programming ability (C# or Java).
Textbooks
There is no required text for this course. The following recommended texts, however, provide useful background and reference for some of the material taught in the course.
  • Artificial Intelligence for Games, Second or Third Edition. Ian Millington.
  • Real-time Collision Detection. Christer Ericson.
Additionally useful but optional references include the following.
  • Artificial Intelligence and Games. Georgios N. Yannakakis, Julian Togelius (2nd edition). Note that a free draft version of this text is available online.
  • Game Physics Engine Development: How to Build a Robust Commercial-Grade Physics Engine for your Game. 2nd Edition. Ian Millington.