SHE Level 2
SCQF Credit Points 20.00
ECTS Credit Points 10.00
Module Code M2I622939
Module Leader Bobby Law
School School of Computing, Engineering and Built Environment
Subject Applied Computer Games
  • A (September start)

Pre-Requisite Knowledge

Integrated Project 1 and Intro to Games Design and Intro to Games Programming (or Equivalent)

Summary of Content

This module provides a basic foundation in the design and the creation of a 2D computer game using IDE's, API's and SDK's used in the development of modern video games. The module examines each component of the Game Engine including 2D and 3D graphics, user input and audio.


Core Language Features Sequence, Selection, Iteration, Classes, Inheritance, Polymorphism, Design Patterns Such as Singleton, Factory, State, Fae7ade, Observer Data Structures Such as Vectors, Lists, Queues, stacks Use of the Standard Template Library (STL) Game Specific Underlying platform operation e.g. Windows message loop Game Loop Input, Audio, Graphics Pipeline Sprites

Learning Outcomes

On completion of this module, students should be able to:Demonstrate an understanding of the core language features.Demonstrate an understanding of 2D/3D game principles. Select and Apply applicable Design Patterns for use in Games.Select and Apply applicable Data Structures for use in Games.

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

Dawson M, (2010), Beginning C++ Through Game Programming, 3rd ed., Course Technology Penton, R. (2003) Data Structures for Game Programmers, Premier Press Benstead, L (2011) Beginning OpenGL Game Programming, 2 nd Ed, Delmar Loudon, K (2003) C++ Pocket Reference, O'Reilly Shreiner. D, Sellers. G, Kessenich, J. Licea-Kane. B,(2013) OpenGL Programming Guide: The Official Guide to Learning OpenGL Various Authors, (2000- 2010) Game Programming Gems Vol 1 -8, Charles River Media

Transferrable Skills

D2 Critical thinking and problem solving D3 Critical analysis D4 Communication skills, written, oral and listening D5 Numeracy D8 Self confidence, self discipline & self reliance (independent working) D10 Creativity, innovation & independent thinking D15 Ability to prioritise tasks and time management D17 Presentation skills

Module Structure

Activity Total Hours
Assessment (FT) 20.00
Practicals (FT) 36.00
Lectures (FT) 12.00
Tutorials (FT) 12.00
Independent Learning (FT) 120.00

Assessment Methods

Component Duration Weighting Threshold Description
Coursework 1 n/a 100.00 40% Practically Based Assignment