To provide students with core knowledge of the computer graphics methods of geometric modelling, projection, rendering and shading, as well as the state-of-the-art algorithms and solutions of artificial intelligence and to prepare students for writing their own computer games using industry-standard specialised software. It explores lower level games programming with an emphasis on C++ and shader programming, 3D graphics libraries, AI algorithms and the mathematical concepts underpinning them. The module is taught via a mixture of lectures and practical classes with strong lab support to simulate a game industry environment.
On successful completion of the module, students will be able to:
The module uses a mix of lectures, workshops, studios, practical classes, and lab support to simulate a game industry environment. The primary means of guiding and facilitating students' learning is either through one 4-hour lab-based sessions, or one 2-hour lecture and one 2-hour workshop each week. Students often work in groups to complete coursework as is common practice in industry and is associated with the module's learning outcomes. Attendance at these sessions is mandatory due to the nature of the group work and simulated game studio environment. Assessments reflect the most appropriate artefacts and products required by industry to develop their skills within the module. Assessments are both formative and summative, are set on Canvas ahead of time, and can include peer-to-peer learning. Ongoing verbal and written feedback and feedforward is provided during the weekly sessions in the lab as befits a concrete simulation of the Games Development industry.
Definitive UNISTATS Category | Indicative Description | Hours |
---|---|---|
Scheduled learning and teaching | Lectures, tutorials, workshops, case studies, exercises, discussion groups, and practice work. | 100 |
Guided independent study | Independent and directed reading. Online learning materials and study notes. | 200 |
Total (number of credits x 10) | 300 |
Summative assessment is through: practical in-class examination in programming (30%) and a portfolio of assessed workshop activities (50%) and a coursework on Artificial Intelligence (20%). Examination involves developing a software project against a set of precisely defined requirements, in time-limited and invigilated conditions. Portfolio of assessed workshop activities is based on in-class programming work, typically completed within two weeks, but with flexible options of developing larger projects as well. This coursework is aimed to create a substantial contribution to the students' professional portfolio. In order to help students on this module achieve their full potential, formative assessment opportunities will be provided as appropriate throughout the module - through worked exercises and lab work. The formative assessment is designed to inform student preparation for summative assessment which may be within the same module or across the degree programme. Feedback on coursework represents an additional opportunity for formative and summative learning and will be given in writing and verbally - in various forms, such as short feedback sessions and individual written messages.
Learning Outcome | Assessment Strategy |
---|---|
Write game code for creating special effects and artificial intelligence. | Practical Examination Coursework: Portfolio of assessed workshop activities Artificial Intelligence coursework |
Develop engaging gameplay using state-of-the-art artificial intelligence algorithms and methods. | Artificial Intelligence coursework |
Implement a basic 3D graphics visualisation using a shader language. | Practical Examination Coursework: Portfolio of assessed workshop activities |
Apply and use mathematical and physical concepts for manipulating 3D game data. | Coursework: Portfolio of assessed workshop activities Coursework |
Describe the elements in the graphics pipeline. | Practical Examination Coursework: Portfolio of assessed workshop activities |
Description of Assessment | Definitive UNISTATS Categories | Percentage |
---|---|---|
Practical Examination (Programming Test) | Practical exam | 30% |
Artificial Intelligence coursework | Coursework | 20% |
Portfolio of assessed workshop activities | Coursework | 50% |
Total (to equal 100%) | 100% |
It IS NOT a requirement that any element of assessment is passed separately in order to achieve an overall pass for the module.
I. Millington and J. Funge (2009), Artificial Intelligence for Games 2nd Edition, CRC Press
David Wolff (2013), OpenGL 4.0 Shading Language Cookbook, Packt, 978-1782167020 (2nd edition)
M. DeGraca (2017), Practical Game AI Programming: Unleash the power of Artificial Intelligence to your game, Packt
E. Lengyel (2012), Mathematics for 3D Game Programming & Computer Graphics, Cengage
S. Guha (2011), Computer Graphics through OpenGL, CRC Press
D. Astle, ed. (2006), More OpenGL Game Programming, Thomson Course Technology
R. Parent (2012), Computer Animation, Algorithms and Techniques, Morgan Kaufmann
J. Zink, M. Pettineo, J. Hoxley (2011), Practical Rendering and Computation with Direct 3D 11, CRC Press
F. Luna, (2016), Introduction to 3D Game Programming with DirectX 12, Mercury
M. Movania, (2013), OpenGL Development Cookbook, Packt