INTRODUCTION TO GAMES PROGRAMMING

SHE Level 1
SCQF Credit Points 20.00
ECTS Credit Points 10.00
Module Code M1I622938
Module Leader Bryan Young
School School of Computing, Engineering and Built Environment
Subject Applied Computer Games
Trimester
  • A (September start)

Summary of Content

This module describes the role of the video games programmer and level design scripter in the modern games industry and serves as an introduction to the work flow of the game development process. As part of this, the students will be exposed to game middleware technologies which are currently in use in the industry. The students will also receive an understanding of the game logic component of a videogame. This module will also describe how to apply basic coding techniques and programming practises in a game environment.

Syllabus

Game Engine Design & Game Middleware Tools -359? Graphics (3D/2D) ? GUI ? Audio ? Input ? Physics Introduction to Graphics -359? Sprites ? 2D animation ? 3D Meshes and primitive shapes Introduction to Physics -359? Collision shapes ? Collision detection ? Collision reaction ? Rigid Body dynamics ? Joints and constraints Coordinate Systems -359? Cartesian 2D and 3D coordinate systems ? Using translation, rotation and scale manipulations Scripting Game Objects -359? Game Object behaviours ? Game Object attributes ? Use of data types for scripting Game Development Pipeline -359? Content creation ? File formats ? Importing and exporting content

Learning Outcomes

On completion of this module, students should be able to:Describe the core parts of a game engine, including graphics, audio, physics and input.Demonstrate the ability to write code to control game object behaviour.Demonstrate the ability to apply fundamental programming statements in a game environment.Demonstrate the ability to develop a simple game using middleware technology.

Teaching / Learning Strategy

The University 'Strategy for Learning' documentation has informed the learning and teaching strategy for this module. The module material will be introduced through lectures, while practical exercises, based on the lecture material, will be given to students for their laboratory sessions. Tutorials will be used to help explain and elaborate on both the lecture material and the laboratory exercises. Full use will be made of GCU Learn to provide Lecture-based and related study materials, along with sample solutions of Tutorial and Laboratory exercises, thus encouraging the development of independent learning and allowing self-reflective feedback on student performance. Staff-based feedback on student performance for submitted work will be provided in line with the University feedback policy, with summative feedback and grades on the coursework assessment utilising GCU Learn. The additional interactive discussion features of GCU Learn will be utilised, as appropriate to the module, to stimulate independent and flexible student learning outwith scheduled class time.

Indicative Reading

-359? Norton, T. (2013) Learning C# by Developing Games with Unity 3D Beginner's Guide, Packt Publishing

Transferrable Skills

D2 Critical thinking and problem solving D3 Critical analysis D4 Communication skills, written, oral and listening D5 Numeracy D6 Effective information retrieval and research skills D7 Computer literacy D8 Self confidence, self discipline & self reliance (independent working) D9 Awareness of strengths and weaknesses D10 Creativity, innovation & independent thinking D12 Appreciating and desiring the need for continuing professional development D13 Reliability, integrity, honesty and ethical awareness D15 Ability to prioritise tasks and time management D16 Interpersonal skills, team working and leadership D17 Presentation skills

Module Structure

Activity Total Hours
Practicals (FT) 36.00
Assessment (FT) 18.00
Lectures (FT) 12.00
Tutorials (FT) 12.00
Independent Learning (FT) 122.00

Assessment Methods

Component Duration Weighting Threshold Description
Coursework 1 n/a 100.00 40% Practical based Assignment