An introduction to the programming concepts and techniques for developing games.
The aim of this Module is to provide the student with : The aim of this module is to provide the student with knowledge of the underlying structure of computer games applications and explore the techniques used in their development.
By the end of this module the student should be able to:
1. Explain the processes involved in developing software for computer games.
2. Describe the core elements of computer organisation common to all modern games systems.
3. Apply development tools to the creation of computer games applications.
4. Apply the structure of a games application.
5. Develop a 2D games application.
1 Structure of a Games Program:
Explain the structure and architecture of a games program.
2 Development Process:
The processes involved in developing games applications.
3 Development Tools
The use of tools necessary for developing games applications.
4 Computer Games System Architecture:
Principal components specific to games system architecture and what they do, bus interconnections, graphics card, audio hardware
5 Graphic Sprites
The use of 2D sprites, and sprite animation in a games application.
6 Header 6
Use of keyboard to obtain input.
The use of sound samples and background music in a games application.
8 Game Logic
How to implement game logic fundamentals to create gameplay.
Statement on Teaching, Learning and Assessment
Students will obtain a series of lectures describing the technical aspects of games development and these will be supported by laboratory assignments. Work in the laboratory during the first half of the module will be focused on building skill and knowledge. During the second half of the module, students will focus on developing a games application for their coursework submission. Assessment will be via a summative piece of coursework submission at the end of the module. Approximately 66% of the class contact time will be associated with supervised laboratory work. Students will obtain lecture notes, laboratory sheets and will be directed towards recommended reading. In addition, relevant internet sites and web based resources will be used as appropriate. Throughout the module, students will be encouraged to discuss issues both with the lecturer and with their peers.
Teaching and Learning Work Loads
|Supervised Practical Activity||36|
|Unsupervised Practical Activity||0|
Credit Value – The total value of SCQF credits for the module. 20 credits are the equivalent of 10 ECTS credits. A full-time student should normally register for 60 SCQF credits per semester.
We make every effort to ensure that the information on our website is accurate but it is possible that some changes may occur prior to the academic year of entry. The modules listed in this catalogue are offered subject to availability during academic year 2019/10 , and may be subject to change for future years.