This module covers two important specialisms in computer games programming: low level device programming (such as for game consoles or mobile devices) and programming for networked games. The module is taught as "learning by doing" and comprises both theory taught in class and applied work in the laboratory.
To provide students with the skills in the dual specialisms of low level device programming and programming for networked games, giving students the ability not just to describe and evaluate but also implement well-formed, optimised and reliable game code. In particular they will develop practical skills in performance monitoring, optimisation, debugging and troubleshooting of the code on game devices and running over a network. In more details the main aims are to
On successful completion of the module, students will be able to:
The course lectures will introduce theoretical aspects and the student will have the opportunity to develop practical skills during the practicals using actual games hardware. In addition to the teaching material, the student will be guided to other sources of information. Unsupervised work, initiative and self-teaching, will be encouraged via the project work.
It is expected that directed and independent study will be used to work on exercises that develop understanding of theory and examples discussed in the lectures and practical sessions.
Studio/workshop-based
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 | Split between lectures, tutorial/practical/workshop sessions, directed reading | 100 |
Guided independent study | Including weekly directed study and independent study | 200 |
Total (number of credits x 10) | 300 |
Assessment will be by means of typically two in-course assessments contributing in total 100% of the final module mark. Formative and summative assessments give feedback providing information for students on their progress through the module's outcomes.
One group assignment is used to develop group-working and subject skills focused on multiplayer games and plugins. The second one is focused on console programming.
Studio/workshop-based
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.
Learning Outcome | Assessment Strategy |
---|---|
1) Create gaming software for a range of gaming devices (like game consoles), platforms (like mobile devices) and environments (like networked environments) | Coursework 1 Coursework 2 practical exams (presentations) |
2) Describe various computation models and discuss them in the context of games consoles and games programming | Coursework 1 Coursework 2 |
3) Efficiently debug and troubleshoot code | Coursework 1 Coursework 2 |
4) Determine code performance, through monitoring and measuring | Coursework 1 Coursework 2 |
5) Improve code performance, through low and high level optimisation and create plug- ins based on DLLs | Coursework 1 Coursework 2 practical exams (presentations) |
6) Program low-level 3D graphics and audio hardware and explain features of forthcoming gaming hardware and peripherals | Coursework 2 |
Description of Assessment | Definitive UNISTATS Categories | Percentage |
---|---|---|
Software Project 1 (Team project on multiplayer games and plugins) | Coursework | 40 |
Software Project 2 (3D graphics, game performance for consoles) | Coursework | 50 |
Software Project 1 (Presentation) | Practical examination | 10 |
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.