Module Code: H8GP
Long Title Games Programming
Title Games Programming
Module Level: LEVEL 8
EQF Level: 6
EHEA Level: First Cycle
Credits: 10
Module Coordinator:  
Module Author: Alex Courtney
Departments: School of Computing
Specifications of the qualifications and experience required of staff


PhD or Master’s degree in a business and/or tech-related field.   May have industry experience also.

Learning Outcomes
On successful completion of this module the learner will be able to:
# Learning Outcome Description
LO1 Create functional games with game objects, components, and scenes using latest tools, techniques and algorithms underlying game design and development.
LO2 Apply artificial intelligence to the game and simulate senses for agents to make decisions based on the environment using the latest techniques
LO3 Enhance games with special effects, online multiplayer technology, mobile adjusting, etc.
LO4 Test and deploy a game to the internet or host it in cloud.
Dependencies
Module Recommendations

This is prior learning (or a practical skill) that is required before enrolment on this module. While the prior learning is expressed as named NCI module(s) it also allows for learning (in another module or modules) which is equivalent to the learning specified in the named module(s).

No recommendations listed
Co-requisite Modules
No Co-requisite modules listed
Entry requirements

Learners should have attained the knowledge, skills and competence gained from stage 3 of the BSc (Hons) in Computing.

 

Module Content & Assessment

Indicative Content
Fundamentals and C# Scripting
Creating projects, importing assets, starting a level, transformations and navigations, scene building, lighting and sky, play testing and game tab, adding water, adding a coin to collect, creating materials, applying various functions on assets such as counting, collecting etc.
Post processing stack
Installation, using grain, vignetting and depth of field, mimicking real life, mood, fog and colour grading
Shaders, Textures, Mapping
Adding shaders, surface shaders, adding properties to shaders , diffuse shading , adding texture to shader, creating holographic shader, mobile shader adjustments, normal mapping, creating transparent material, packing and blending textures
Lighting models and Rendering
Diffuse lighting model, various specular type models, Metallic setup. Adding transparency to PBR, creating mirrors and reflecting surfaces, baking lights in your scenes
Vertex functions and Screen Effects
Accessing a vertex colour, animating vertices, extruding models, snow shaders, volumetric explosion, using brightness, saturation and contrast, overlay mode
Physics, Animation and Artificial Intelligence
Behaviour template, pursing and evading, adjusting the agents of physics, arriving and leaving, facing objects, wandering around, following a path,  avoiding agents, blending behaviours, projectiles, jump system, navigation, best-promising path, decision making, agent awareness
Assessment Breakdown%
Coursework100.00%

Assessments

Full Time

Coursework
Assessment Type: Formative Assessment % of total: Non-Marked
Assessment Date: n/a Outcome addressed: 1,2,3,4
Non-Marked: Yes
Assessment Description:
Formative assessment will be provided on the in-class individual or group activities.
Assessment Type: Continuous Assessment % of total: 50
Assessment Date: n/a Outcome addressed: 1,2
Non-Marked: No
Assessment Description:
Create a functional game with game objects, components, and scenes and apply artificial intelligence to the game
Assessment Type: Continuous Assessment % of total: 50
Assessment Date: n/a Outcome addressed: 3,4
Non-Marked: No
Assessment Description:
Enhance games with special effects and make it a multiplayer game or mobile enabled. Deploy the game in cloud.
No End of Module Assessment
No Workplace Assessment
Reassessment Requirement
Repeat examination
Reassessment of this module will consist of a repeat examination. It is possible that there will also be a requirement to be reassessed in a coursework element.
Reassessment Description
Coursework Only This module is reassessed solely on the basis of re-submitted coursework. There is no repeat written examination. The repeat strategy for this module is to repeat the project, learners may build upon previous submissions. Learning EnvironmentLearning will take place in a classroom/lab environment with access IT resources. Learners will have access to library resources, both physical and electronic and to faculty outside of the classroom where required. Module materials will be placed on Moodle, the College’s virtual learning environment

NCIRL reserves the right to alter the nature and timings of assessment

 

Module Workload

Module Target Workload Hours 0 Hours
Workload: Full Time
Workload Type Workload Description Hours Frequency Average Weekly Learner Workload
Lecture Classroom & Demonstrations (hours) 24 Every Week 24.00
Tutorial Other hours (Practical/Tutorial) 36 Every Week 36.00
Independent Learning Independent learning (hours) 190 Every Week 190.00
Total Weekly Contact Hours 60.00
 

Module Resources

Recommended Book Resources
  • Alireza Tavakkoli ,. (2018), ,Game Development and Simulation with Unreal Technology, Second Edition.
  • (2019), ,Hands-On Game Development Patterns with Unity.
  • Alan Thorn (Author), P. Doran, John (Author), Alan Zucconi (Author), Jorge Palacios (Author) ,. (2019), ,Complete Unity.
Supplementary Book Resources
  • Mat Buckland ,Programming Game AI by Example (Wordware Game Developers Library).
  • Harrison Ferrone ,. (2019), ,Learning C# by Developing Games with Unity.
  • Joseph Hocking ,. (2018), ,Unity in Action, Second Edition: Multiplatform game development in C#.
This module does not have any article/paper resources
This module does not have any other resources
Discussion Note: