Module Details
Module Code: |
SOFT8009 |
Title: |
Game Development
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Long Title:
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Game Development
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NFQ Level: |
Advanced |
Valid From: |
Semester 1 - 2018/19 ( September 2018 ) |
Field of Study: |
4814 - Computer Software
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Module Description: |
This module equips students with the skills and knowledge required to critically analyse computer games and to design and build small-scale 2D and / or 3D multi-platform computer games. The module covers game mechanics, game engines, the history of games, the design of games, and how games can achieve commercial, social, political and pedagogical aims.
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Learning Outcomes |
On successful completion of this module the learner will be able to: |
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Learning Outcome Description |
LO1 |
Critically analyse a computer game's genre, mechanics, aesthetics, level and story design, and its place in the evolution of computer games. |
LO2 |
Discuss how game mechanics can help achieve commercial, social, political and pedagogical aims. |
LO3 |
Explain how mathematics, physics and artificial intelligence can be applied to create a realistic game environment. |
LO4 |
Design a computer game, incorporating story and level design. |
LO5 |
Develop a 2D or 3D game using a game development engine. |
Dependencies |
Module Recommendations
This is prior learning (or a practical skill) that is strongly recommended before enrolment in this module. You may enrol in this module if you have not acquired the recommended learning but you will have considerable difficulty in passing (i.e. achieving the learning outcomes of) the module. While the prior learning is expressed as named MTU 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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Object Oriented Programming 2 |
Incompatible Modules
These are modules which have learning outcomes that are too similar to the learning outcomes of this module. You may not earn additional credit for the same learning and therefore you may not enrol in this module if you have successfully completed any modules in the incompatible list.
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No incompatible modules listed |
Co-requisite Modules
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No Co-requisite modules listed |
Requirements
This is prior learning (or a practical skill) that is mandatory before enrolment in this module is allowed. You may not enrol on this module if you have not acquired the learning specified in this section.
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No requirements listed |
Indicative Content |
Introduction
The evolution of games from ancient times to the digital era; A history of electronic games including arcade, mainframe, consoles, home computers, PCs, mobile, and virtual reality; The economics of the video games industry; Game Based Learning; Persuasive games; Gamification.
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Game Design
Game genres; Game mechanics; Aesthetics; Storytelling and narrative; Level design; Character development; Choosing from single-player, co-operative, multiplayer and massively-multiplayer online gameplay (MMOG).
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Game Development Cycle
The production cycle; The polyskilled production team; Integration of multimedia into games, including audio, 3D assets and animation.
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Game Implementation
Development of 2D and 3D games using leading game engines / IDEs, such as Unreal, Unity, CryEngine and GameMaker; Contrasting game engines / IDEs with bespoke game engine development; Application of mathematics and physics; Artificial intelligence in games; Algorithms, design patterns and data structures pertinent to games engines; Graphics rendering.
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Module Content & Assessment
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Assessment Breakdown | % |
Coursework | 100.00% |
Assessments
No End of Module Formal Examination |
Reassessment Requirement |
Coursework Only
This module is reassessed solely on the basis of re-submitted coursework. There is no repeat written examination.
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The University reserves the right to alter the nature and timings of assessment
Module Workload
Workload: Full Time |
Workload Type |
Contact Type |
Workload Description |
Frequency |
Average Weekly Learner Workload |
Hours |
Lecture |
Contact |
Lectures on theory related to game studies and game design and development |
Every Week |
2.00 |
2 |
Lab |
Contact |
Tutorials and supervised project work using a game development engine |
Every Week |
2.00 |
2 |
Independent & Directed Learning (Non-contact) |
Non Contact |
Independent research plus reading assigned book chapters / articles, viewing recommended videos, playing assigned video games |
Every Week |
3.00 |
3 |
Total Hours |
7.00 |
Total Weekly Learner Workload |
7.00 |
Total Weekly Contact Hours |
4.00 |
Workload: Part Time |
Workload Type |
Contact Type |
Workload Description |
Frequency |
Average Weekly Learner Workload |
Hours |
Lecture |
Contact |
Lectures on theory related to game studies and game design and development |
Every Week |
2.00 |
2 |
Lab |
Contact |
Tutorials and supervised project work using a game development engine |
Every Week |
2.00 |
2 |
Independent & Directed Learning (Non-contact) |
Non Contact |
Independent research plus reading assigned book chapters / articles, viewing recommended videos, playing assigned video games |
Every Week |
3.00 |
3 |
Total Hours |
7.00 |
Total Weekly Learner Workload |
7.00 |
Total Weekly Contact Hours |
4.00 |
Module Resources
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Recommended Book Resources |
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Egenfeldt-Nielsen et al. (2016), Understanding Video Games : The Essential Introduction, 3rd. Routledge, [ISBN: 9781138849822].
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Rogers, S.. (2014), Level Up! The Guide to Great Video Game Design, 2nd. Wiley, [ISBN: 978111887716].
| Supplementary Book Resources |
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Gregory, J.. (2014), Game Engine Architecture, 2nd. A K Peters/CRC Press, [ISBN: 978146656001].
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Ian Bogost. (2010), Persuasive Games : The Expressive Power of Videogames, MIT Press, Cambridge, Mass., [ISBN: 9780262514880].
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Angelides, M.C. and Agius H.. (2014), Handbook of Digital Games, John Wiley & Sons, Incorporated, [ISBN: 9781118328033].
| This module does not have any article/paper resources |
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Other Resources |
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Website, Unreal Engine Documentation, Epic Games,
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