This module teaches games programming with an emphasis on engines and middleware. It covers the components needed to implement computer games using the techniques which would be used in industry. The module stresses the importance of portfolio building to aid employability, and also the requirement to develop software in a rigourous, professional way. The module is taught via a mixture of lectures and workshops. The module links with the games inKUbator where students have the opportunity to work together to create games, emulating the industry environment.
The aims of this module are:
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. Videos will be used extensively throughout the module to enable students to practice the concepts in their own time. Lectures will focus on practical work, problem solving and making games both individually and in groups.
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 |
The assessment is designed to enable the students to develop a portfolio that demonstrates their achievement of the learning objectives. Some of these tasks/exercises are formative and some are summative. Feedback and feed-forward: marking guides enable students to plan their assessment approach. The formative assessment is designed to inform student preparation for summative which may be within the same module or across the degree programme.
Learning Outcome | Assessment Strategy |
---|---|
1) design small computer games using object oriented techniques | Courseworks 1 and 2/Tests |
2) develop game code from an engineering perspective both individually and in groups | Courseworks 1 and 2 |
3) implement robust, tested code using higher level 3D games libraries and engines | Courseworks 1 and 2 |
4) develop a professional portfolio | Courseworks 1 and 2 |
5) select and recommend appropriate tools and technologies for the development of different genres of computer game | Courseworks 1 and 2 |
6) program having an awareness of time/memory resources used by algorithms | Courseworks 1 and 2/Tests |
Description of Assessment | Definitive UNISTATS Categories | Percentage |
---|---|---|
Individual game typically comprising game artefact, report and video | Coursework | 40% |
Team game typically comprising game artefact, report and video | Coursework | 40% |
Comprising short time-limited practical test(s) eg. using a game engine | Practical examination | 20% |
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.
Thorn (2017), Mastering Unity Game Development with C#, Packt Publishing
Sherif and Whittle (2016), Unreal Engine 4 Scripting with C++ Cookbook, Packt Publishing
Sherif (2015), Learn C++ by Creating Games with UE4, Packt Publishing
Meyer (2014) Effective Modern C++: 42 Specific Ways to Improve Your Use of C++11 and C++14, (Addison-Wesley Professional Computing Series)
DaGraca (2017), Practical Game AI Programming, Pact
Millington and Funge (2009), Artificial Intelligence for Games, Morgan Kaufmann
Gregory (2014) Game Engine Architecture 2nd Edition, CRC Press