CS2S566 - Tool Development for Computer Games 01 Jul 2022 - 31 Aug 2028 | Version 3
Associated Module Information
| Module Code: | CS2S566 | ||
|---|---|---|---|
| Module Title: | Tool Development for Computer Games | ||
| Faculty: | Faculty of Computing, Engineering and Science | ||
| Faculty Group: | Computing and Mathematical Sciences | ||
| Faculty Sub Group: | Computer Science | ||
| Module Leader: | Carl Jones | ||
| Module Team: | Mabrouka Abuhmida, Mike Reddy | ||
| First Intended Intake: | SEP 2016 | Final Year of Intake: | |
| Date Closed: | |||
| Credit Value: | 20 | Credit Level: | 5 |
| Language: | English | ||
| Percentage of Module Taught in Welsh: | 0 | ||
| Equivalent Module: | |||
| HECOS codes: | 101020 - computer games programming | ||
| HECOS Code Weighting: | 100 | ||
Document Version Information
| Version | 3 |
|---|---|
| Valid From | 01 Jul 2022 |
| Valid To | 31 Aug 2028 |
Module Aims
To further student knowledge of the production pipeline used in 2D and 3D game development
To enable students to develop applications / tools required to create content for a game / game engine.
Content Summary
Content creation pipelines
Functional requirements of a given game engine / game design
Tools, Libraries and APIs used in the development of a game engine / game engine content
Dependencies between tools within the context creation pipeline
Patterns to model and present data in a UI (e.g. MVC, MVVM)
Present data models in different forms (graphical, hierarchical, tabular)
Event handling and user interaction
Asynchronous APIs to maintain a fluid user experience while off-loading processor intensive tasks to background threads
Software quality procedures including testing, documentation and the development of maintainable code
Integrating UI controls and interacting with on-screen graphical data
Learning and Teaching Methods
| Activity Type | Hours |
|---|---|
| Lecture | 24 |
| Practical classes and workshops | 24 |
| Independent Study | 80 |
| Directed Study | 72 |
| Total Hours Selected | 200 |
Learning Outcomes
| # | Learning Outcome |
|---|---|
| LO1 | To identify the functional and non-functional requirements of a game engine / game design |
| LO2 | Apply relevant software engineering techniques to develop applications to generate data for use in a game engine |
Module Requisites
N/A
Assessment Criteria
| Assessment Category | Assessment Type | Description | Duration | Word Count | Weight (%) | Best of? | Pass Mark |
|---|---|---|---|---|---|---|---|
| Asynchronous Assessment | Practical Coursework 2 (Asynch) | A practical exercise involving creating a 2D game in a suitable language using a suitable set of 2D game libraries or physics engine | 0 | 1500 | 50 | No | 40 |
| Asynchronous Assessment | Practical Written Work 1 | A practical exercise involving the creation of a content creation tool for a game. | 0 | 1500 | 50 | No | 40 |
Assessment Matrix
| Assessment Type | Learning Outcomes | ||
|---|---|---|---|
| LO1 | LO2 | ||
| Practical Coursework 2 (Asynch) | ✔ | ✔ | |
| Practical Written Work 1 | ✔ | ✔ | |