This module develops a critical understanding of the principles of formalising, implementing, testing and iterating on functional game mechanics applied in the context of a game engine.
The aim of this module is to provide the student with: the ability to move from a designed mechanic to creating a finalised implementation. The module will also cover creating statistics from mechanics and play to aid in the iterative design and balance process.
By the end of this module the student should be able to:
1. Create and evaluate code design extrapolated from design documentation.
2. Implement functionality within a game engine with testing, metrics and iteration in mind.
3. Design, develop and critically evaluate a complex game mechanic within a games application.
1 Modern game functionality programming:
Review of modern game development with regards to use of game engines and the various methods and levels that game functionality can be implemented.
2 Aspects of game Design
Theoretical and practical aspects of the game design process derived from established conventions. Analyse a game system from a game theoretical perspective and construction and upkeep of related documentation.
3 From Design to Function:
Design interpretation and extrapolation. The process of going from written design to design suitable for engine implementation. Alignment and consideration for correct game engine OO standards. In scripting/visual scripting as well as code.
4 Maintainable Design:
Review and evaluation of the aspects of game functionality development relevant to the iteration and evolution of game mechanics and how this integrates with other personnel in the development team.
5 Hardware Integration:
Dealing with hardware integration and aligning hardware to work with a game engine and specific game functionality.
6 Header 6
Data logging, debugging and testing gameplay. Practices and Specifics related to gameplay functionality.
7 Numerical analysis and data for game balancing:
Review and evaluation of mathematical techniques and their application to aid in the balancing of gameplay parameters.
Statement on Teaching, Learning and Assessment
Students will receive a series of lectures supported by practical laboratory sessions. In the laboratory sessions sample applications will be provided with the intention that students developed and extended these applications to explore relevant issues and topics using directed worksheets. Underpinning theory and concepts will be introduces in lectures and further reinforced through the practical sessions.
Teaching and Learning Work Loads
|Supervised Practical Activity||45|
|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 2018/19 , and may be subject to change for future years.