Module title: Advanced Games Engineering

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

Module code: SET10110
Module leader: Gregory Leplatre
School School of Computing
Subject area group: Software Engineering
Prerequisites

Examples of Equivalent Learning A complete pathway studied in games technology.

2018/9, Trimester 1, FACE-TO-FACE, Edinburgh Napier University
Occurrence: 002
Primary mode of delivery: FACE-TO-FACE
Location of delivery: MERCHISTON
Partner: Edinburgh Napier University
Member of staff responsible for delivering module: Gregory Leplatre
Module Organiser:


Learning, Teaching and Assessment (LTA) Approach:
The Advanced Games Engineering module is an opportunity for students to investigate a negotiated topic relevant to Games Technology. The general form of the module is customised by the individual learning agreement. The Learning Agreement specifies the form of learning, the learning outcomes to be achieved and the
form of assessment. The Learning Agreement is subject to approval by the module Leader.
By its nature students work on their own and have responsibility for their learning pattern. This is an opportunity for the development of independence and autonomy in learning as well as time and resource management. The work may be assessed by one or more
assignments or other form of assessment as agreed within the Learning Agreement.

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 1
Face To Face Tutorial 36
Independent Learning Groupwork (Independent Study) 163
Total Study Hours200
Expected Total Study Hours for Module200


Assessment
Type of Assessment Weighting % LOs covered Week due Length in Hours/Words
Project - Practical 100 1-3 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 and gives you the opportunity to research an advanced topic related to Games Technologies and develop a relevant piece of software.

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: Design, construct and customise frameworks and technologies for the development of a gaming application.
LO3: Develop a games technology-related application 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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