Module title: Advanced Games Engineering

SCQF level: 10:
SCQF credit value: 20.00
ECTS credit value: 10

Module code: SET10110
Module leader: Kevin Chalmers
School School of Computing
Subject area group: Software Engineering
Prerequisites

Module Code SET09119
Module Title Physics Based Animation
Examples of Equivalent Learning A complete pathway studied in games technology including graphics, physics, AI, software engineering and optimisation

2017/8, Trimester 1, Face-to-Face,
Occurrence: 002
Primary mode of delivery: Face-to-Face
Location of delivery: ME
Partner:
Member of staff responsible for delivering module: Kevin Chalmers
Module Organiser:


Learning, Teaching and Assessment (LTA) Approach:
A core lecture series blended with lab-based sessions to introduce concepts and theory, while being augmented with a set of specialist case-study lectures given by industry and researchers in the field where possible. Lectures will include video material and demonstrations where appropriate. (LO1, LO2). Lab-based sessions will utilise a mixture of lab-based sessions to prepare for the coursework, in which students will have the opportunity to develop their own implementations of algorithms as well as customising and analysing existing technologies. (LO3, LO4)
Lab work supported by VLE resources highlighting discussion and reflection points, with further directed study. Labs supported by case study work, with specific games technologies and implementation. Students encouraged to collaborate during these sessions. Lectures are 1 hour, and cover the design, development & technologies involved in game development, linked to the individual technologies covered in the lab-based sessions. Lectures are supported by directed study and discussion points within Moodle. Guest lecturers (research and industry) providing the students with insight into the workings of the game industry.
The lab-based sessions are aligned with LOs 1, 2, 3 & 4. The lab-based sessions provide the necessary hands-on skills required for games development and in particular the focus shall be upon the development of a real world game prototype. These skills are demonstrated via the lab-based coursework. The lectures are designed to align with LOs 1 & 2. The lectures provide a broad understanding of different technologies in game development, such as, game development pipeline, quality control, version, animation, graphics, rigid bodies, particles and effects. The lab-based sessions align with LO 4.


Formative Assessment:
n/a

Summative Assessment:
n/a

Student Activity (Notional Equivalent Study Hours (NESH))
Mode of activityLearning & Teaching ActivityNESH (Study Hours)
Face To Face Lecture 8
Face To Face Tutorial 36
Independent Learning Groupwork (Independent Study) 156
Total Study Hours200
Expected Total Study Hours for Module200


Assessment
Type of Assessment Weighting % LOs covered Week due Length in Hours/Words
Project - Written 100 1-5 15 HOURS= 190, WORDS= 0
Component 1 subtotal: 100
Component 2 subtotal: 0
Module subtotal: 100

Description of module content:

This module is a capstone module combining your previous knowledge and experience from the modules studied thus far (i.e., physics-based animation, computer graphics, and programming fundamentals). The module is project based, supplemented by guest lectures from staff and industry which will focus on techniques and processes within the games industry. The module has set of core lectures each year, which key material, such as, trends, life-cycle, testing, and usability, which will adapt with current developments in the games industry, with the addition of topics covered by industry insiders which will change year on year. However, the module will cover the following areas:
• Games development project lifecycles, processes and pipelines
• Current and future trends in games technology, incorporating real-time graphics rendering, physics, artificial intelligence, and parallel optimisations
• Tools, networked games, audio programming, troubleshooting, and quality control
• Delivery of games against quality requirements


Learning Outcomes for module:

Upon completion of this module you will be able to
LO1: Critically evaluate current and state of the art methods and technologies around games development.
LO2: Critically assess games development project lifecycles and planning techniques, and critically reflect on their usage within a group based project.
LO3: Design, construct and customise frameworks and technologies for the development of a gaming application.
LO4: Analyse the quality of a delivered games application against requirements and similar games on the market.
LO5: Develop a games application with related artefacts to a high professional standard for use in a portfolio of work.

Indicative References and Reading List - URL:

Core - M. SHAFFRY (2012) GAME CODING COMPLETE: DELMAR CENGAGE LEARNING, 4th ed.
Core - J. GREGORY (2014) GAME ENGINE ARCHITECTURE: A K PETERS/CRC PRESS, 2nd ed.
Core - I. MILLINGTON (2012) GAME PHYSICS ENGINE DEVELOPMENT: CRC PRESS, 2nd ed.
Core - I. MILLINGTON (2012) ARTIFICIAL INTELLIGENCE FOR GAMES: CRC PRESS, 2nd ed.
Core - T. AKENINE-MOLLER, E. HAINES, N. HOFFMAN (2008) REAL-TIME RENDERING: A K PETERS/CRC PRESS, 3rd ed.
Core - E. LENGYEL (2011) MATHEMATICS FOR 3D GAME PROGRAMMING AND COMPUTER GRAPHICS: DELMAR CENGAGE LEARNING, 3rd ed.
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