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

Reading List

Nathan, A., “Universal Windows Apps with XAML and C#”. 1st Edition. Sams. 2015. ISBN-10: 0672337266; ISBN-13: 978-0672337260

Nathan, A., “Building Windows 10 Applications with XAML and C#”. 1st Edition. Sams. 2016. ISBN-10: 0672337584; ISBN-13: 978-0672337581

Downey, A. B., \\\"Think Python\\\". 1st Edition, O'Reilly Media. 2012. ISBN-13: 860-1234620983