CS2S572 - Ready Dev Team Two 11 Jun 2022 - 31 Aug 2028 | Version 1
Associated Module Information
| Module Code: | CS2S572 | ||
|---|---|---|---|
| Module Title: | Ready Dev Team Two | ||
| 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: | 5 |
| Language: | English | ||
| Percentage of Module Taught in Welsh: | 0 | ||
| Equivalent Module: | |||
| HECOS codes: | 101019 - computer games graphics | ||
| HECOS Code Weighting: | 100 | ||
Document Version Information
| Version | 1 |
|---|---|
| Valid From | 11 Jun 2022 |
| Valid To | 31 Aug 2028 |
Module Aims
To develop students understanding of computer games architectures and the integration of interactive graphics into a game framework.
To give the student experience of producing software in a team environment.
To develop students understanding of the legal, ethical and professional issues to consider when producing computer games.
Content Summary
1. Introduction to 3D game engines and middleware.
2. 3D and 2D file formats.
3. Use of animation, A.I. and script editors.
4. Game architecture, data and file management.
5. Use and reuse of existing art assets for white boxing.
6. UI and HUDS for menu navigation and game play.
7. Use of sound for improved immersion.
8. Physics and other game enhancing technologies for game play.
9. Use of source code version control and bug/issue tracking.
The module is assessed by a portfolio reflecting the diversity of tasks that groups will perform in the creation of a computer game. The portfolio should consist of a range of elements including, but not limited to source code and/or evidence of with reflective QA testing, including bug/issue tracking, evidence of attendance at group activities and engagement through industry standard collaborative tools, such as GitHub, Discord, Slack and Trello,and other contributions towards the group project, such as other game assets, and finally further evidence of personal development detailing the student’s own individual role in the team effort.
Learning and Teaching Methods
| Activity Type | Hours |
|---|---|
| Lecture | 24 |
| Practical classes and workshops | 24 |
| Work based learning | 72 |
| Independent Study | 32 |
| Directed Study | 48 |
| Total Hours Selected | 200 |
Learning Outcomes
| # | Learning Outcome |
|---|---|
| LO1 | Ability to reflect on the nature of professional practice, not only in order to identify the gaps between current capabilities and expectations but also to reflect upon the way the work experiences contributed to professional abilities and to use this insight to inform future personal/professional development. |
| LO2 | Ability to recognise the legal, social, ethical and professional issues involved in the exploitation of computer technology guided by the adoption of appropriate professional, ethical and legal practices. |
| LO3 | Knowledge and understanding of project management, source control, specification, design, implementation, deployment and evaluation techniques for delivering a computer program that meets contextual goals, as well as commercial and economic issues, and working within a team. |
Module Requisites
| Code | Title | Requisite Type |
|---|---|---|
| MOD011891 | Game Development Fundamentals, Practice, Professionalism and Employability | pre-requisite |
Assessment Criteria
| Assessment Category | Assessment Type | Description | Duration | Word Count | Weight (%) | Best of? | Pass Mark |
|---|---|---|---|---|---|---|---|
| Asynchronous Assessment | Portfolio 1 | Source code and/or other game assets, and evidence of engagement in production and bug/issue tracking | 0 | 4000 | 100 | No | 40 |
Assessment Matrix
| Assessment Type | Learning Outcomes | ||
|---|---|---|---|
| LO1 | LO2 | LO3 | |
| Portfolio 1 | ✔ | ✔ | ✔ |