Module Code: |
H8GP |
Long Title
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Games Programming
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Title
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Games Programming
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Module Level: |
LEVEL 8 |
EQF Level: |
6 |
EHEA Level: |
First Cycle |
Module Author: |
Alex Courtney |
Departments: |
School of Computing
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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.
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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).
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No recommendations listed |
Co-requisite Modules
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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.
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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.
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Post processing stack
Installation, using grain, vignetting and depth of field, mimicking real life, mood, fog and colour grading
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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
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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
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Vertex functions and Screen Effects
Accessing a vertex colour, animating vertices, extruding models, snow shaders, volumetric explosion, using brightness, saturation and contrast, overlay mode
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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
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Assessment Breakdown | % |
Coursework | 100.00% |
AssessmentsFull 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. |
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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. |
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No End of Module 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.
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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
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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 |
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Alireza Tavakkoli ,. (2018), ,Game Development and Simulation with Unreal Technology, Second Edition.
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(2019), ,Hands-On Game Development Patterns with Unity.
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Alan Thorn (Author), P. Doran, John (Author), Alan Zucconi (Author), Jorge Palacios (Author) ,. (2019), ,Complete Unity.
| Supplementary Book Resources |
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Mat Buckland ,Programming Game AI by Example (Wordware Game Developers Library).
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Harrison Ferrone ,. (2019), ,Learning C# by Developing Games with Unity.
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Joseph Hocking ,. (2018), ,Unity in Action, Second Edition: Multiplatform game development in C#.
| This module does not have any article/paper resources |
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This module does not have any other resources |
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