Module title: Advanced Games Engineering

SCQF level: 11:
SCQF credit value: 20.00
ECTS credit value: 10

Module code: SET11119
Module leader: Kevin Chalmers
School School of Computing
Subject area group: Software Engineering
Prerequisites

To study this module you will need to have sufficient programming experience and fundamental understanding of linear algebra and calculus. Some background in computer graphics is helpful. Additionally, an understanding of development/ software engineering to an advanced level as indicated by study at degree level.

2018/9, Trimester 2, Face-to-Face,
Occurrence: 001
Primary mode of delivery: Face-to-Face
Location of delivery: MERCHISTON
Partner:
Member of staff responsible for delivering module: Kevin Chalmers
Module Organiser:


Learning, Teaching and Assessment (LTA) Approach:
Core lecture series blended with lab-based sessions to introduce concepts and theory, augmented with specialist case-study lectures given by industry/researchers in the field where possible. Lectures include video material & demonstrations where appropriate. (LO1,2). Lab-based sessions 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. (LO3,4,5). 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 are encouraged to collaborate during these sessions. Lectures are 1 hour, and will 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 from the research community and members of industry provide students with insight into the workings of the game industry, such as, production time-line, organisation of a production team, asset management, build cycle, localisation, testing procedures, and quality control (L05). Note, the project is done as a team but graded to reflect the individuals work. Lab-based sessions are aligned with LOs 1-5. The lab-based sessions provide the necessary hands-on skills required for games development and the focus shall be upon the development of a real world game prototype. Skills are demonstrated via the lab-based coursework. Lectures are designed to align with LOs 1 & 2. 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:
Assessment (formative or summative)
The coursework project involves an initial pitch presentation to ensure the students pick a suitable group project, and to provide initial feedback on their work. The design document will take the form of an initial proposal for the student's game that they wish to develop, for which further feedback shall be provided. The labs lead to a summative assessment in the form of a final report and a completed game which shall be an implementation of their initial design. The final report will distinguish and outline individual and team contributions. This work aligns with LOs 1, 2 & 3, as students shall be shown examples of how to implement different technologies within the chosen development environment. The initial presentation, design document and report aligns with LO 1 and LO 2, and the project with LO 2 & 3. The lab-based sessions enables students to demonstrate their team working ability and their understanding of fundamental development skills game development. The students will be assessed on the applied application of industry standard techniques and how they are applied to the game development lifecycle, processes and pipelines. In addition, to using and integrating in tools (e.g., network API, audio programming techniques, troubleshooting, and quality control) to create a polished publishable video game (L04 & L05). The quality of the final submissions will be evaluated using industry standard practices (e.g., Microsoft - Games for Windows Technical Requirements: Best Practices for Games on PCs/Sony Technical Requirements Checklist (TRC)), while the evaluation of creativity, usability and playability with be performed through peer review and play-testing.


Summative Assessment:
see above

Student Activity (Notional Equivalent Study Hours (NESH))
Mode of activityLearning & Teaching ActivityNESH (Study Hours)
Face To Face Lecture 8
Face To Face Tutorial 36
Face To Face Groupwork (Scheduled) 156
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 1-5 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 and computer graphics). 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.
Click here to view the LibrarySearch.