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 | ✔ | ✔ | ✔ |