CS1S471 - Ready Dev Team One 01 Jul 2022 - 31 Aug 2028 | Version 1

Associated Module Information

Module Code: CS1S471
Module Title: Ready Dev Team One
Faculty: Faculty of Computing, Engineering and Science
Faculty Group: Computing and Mathematical Sciences
Faculty Sub Group: Computer Science
Module Leader: Mike Reddy
Module Team:
First Intended Intake: SEP 2022 Final Year of Intake: 2027
Date Closed:
Credit Value: 20 Credit Level: 4
Language: English
Percentage of Module Taught in Welsh: 0
Equivalent Module:
HECOS codes: 100734 - computer architectures
HECOS Code Weighting: 100

Document Version Information

Version 1
Valid From 01 Jul 2022
Valid To 31 Aug 2028

Module Aims

To provide an understanding of how the computer industry functions and to introduce practical methods that are used by organisations in that industry to better achieve their goals through the use of game development as a medium for wider understanding

To introduce professional practice in computing, developing academic skills and knowledge relating to legal, social, ethical and professional aspects of computing

To develop employability skills

Content Summary

Economic relationships – how the computer industry works.

The game production timeline from first concept to delivered gold master.

The organisation of, and roles in, a game production team.

The producer – planning and managing projects, and guaranteeing delivery times.

Assets – looking at the process of taking the work from artists, animators, level designers and creating a completed whole.

The build cycle – how a company produces regular builds and progresses towards the goal of a completed game.

Localisation – languages and cultural registers.

Shipping.

The software architecture of a videogame (case study) – meshes, textures, UV Mapping, collision detection and optimisation (e.g. level of Detail) and use of Game Engines.

Practical strategies – specification, working collaboratively, design, tools, building, testing and repeatability.

Research and literature reviews

Literature searching, academic report writing, referencing and presenting

Legislation that impacts upon computing, such as intellectual property, copyright, patents, data protection, computer misuse, environmental responsibility, workplace contexts and equality

Social issues, such as the design, uses and consequences of computing that takes into account their interaction with institutional and cultural contexts

Personal and professional ethics, rights and responsibilities including workplace ethics, and codes of conduct and practice

Professionalism and employability, including professional societies, workplace relations, team work, career progression and personal development planning

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 demonstrate a fundamental understanding of the computer games industry, the software development process, architectures, development tools, collaborative working and roles.
LO2 To describe the legal and ethical framework within which the computing industry operates.
LO3 To recognise the professional practice and knowledge required by a computing professional.

Module Requisites

N/A

Assessment Criteria

Assessment Category Assessment Type Description Duration Word Count Weight (%) Best of? Pass Mark
Asynchronous Assessment Portfolio 1 A portfolio of exercises undertaken throughout the year with a reflective summary. 0 4000 100 No 40

Assessment Matrix

Assessment Type Learning Outcomes
LO1 LO2 LO3
Portfolio 1

Reading List

Game Engine Architecture (2013) Jason Gregory. A K Peters/CRC Press. ISBN-13: 978-1466560017.

Game Coding Complete (2012) Mike McShaffry. Cengage Learning. ISBN-13: 978-1133776574.

Game Development Essentials: An Introduction (2011) Jeannie Novak. Cengage Learning. ISBN-13: 978-1111307653.