This module develops a critical understanding of the principles, practices and techniques in tool development. Students will develop and evaluate software tools with particular emphasis on tools addressing the needs of the game industry.
The aim of this module is to provide the student with: the ability to design, develop and critically evaluate tools for pipelines specific to the games industry.
By the end of this module the student should be able to:
1. Assess, select and critically evaluate platforms and methodologies for tool development
2. Describe and utilise databases, 3D models and bespoke assets as part of tool development.
3. Critically evaluate and synthesise workable user interactions as part of tool development.
4. Design, develop and critically evaluate a tool application designed to operate on game pipeline data.
1 Background to Tool development
Review of games development tools with a particular emphasis on real world examples and applications
2 Legacy Codebases
Review of working practices and techniques associated with dealing with Legacy code in tools.
Review of databases relevant to games and how they are interfaced with tools.
4 Tool Design
Aspects of producing a tool fit for purpose and functional for the user. The importance of proper user centric design.
5 Application programming
Review of platforms, API’s, languages and processes to build tool applications with industry examples.
6 Header 6
Review and application of established software engineering practices.
7 Tool Creation
Bringing aspects of 3D graphics, data management and user experience together to make a cohesive and functional tool.
8 Code Review
Practices of Code review and team discussion on programming.
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.