This module develops an understanding of various techniques used to generate procedural content in games, tools and common media editing packages to a cutting-edge standard. In addition to this students are also taught further games, graphics and general programming techniques and practices.
The aim of this module is to provide the student with: the knowledge to devise, implement and critically apply procedural techniques to solve problems in computer game and content generation pipelines.
By the end of this module the student should be able to:
1. Describe, implement and critically evaluate Procedural techniques for use in game and tool development.
2. Describe and implement advanced 3D graphics, games and general programming techniques.
3. Design, develop and critically evaluate a 3D graphics application focussed on procedural content generation.
1 Background to procedural content generation:
History of procedural effects in games and CGI with modern day context and application.
2 Random Procedural Techniques:
Overview and evaluation of basic random generation techniques with applicability for terrain generation.
3 Perlin Noise and Fractals:
Review and evaluation of Perlin noise as the cornerstone of advanced procedural generation techniques and a ubiquitous technology in the film and game industry. Review and evaluation of Fractal based techniques such as fractional Brownian motion with application in terrain generation and beyond.
4 Procedural Animation
Review and evaluate procedural animation of objects in runtime and overview of current technologies used in advanced simulation and destruction.
5 Procedural Growth:
Review and evaluate systems to simulate natural and fractal growth, and their use in the creation of plants and similar procedural structures.
6 Dungeons and Level Generation:
Critically review techniques applied to the creation of other procedural assets such as methods for creating dungeons and other common game content.
7 Procedural Systems:
Review techniques for the procedural creation and modification of more abstract systems of game development such as dynamic difficulty adjustment, AI and the creation of words and text.
Teaching and Learning Work Loads
|Teaching and Learning Method||Hours|
SCQF Level - The Scottish Credit and Qualifications Framework provides an indication of the complexity of award qualifications and associated learning and operates on an ascending numeric scale from Levels 1-12 with SCQF Level 10 equating to a Scottish undergraduate Honours degree.
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 2021/22 , and may be subject to change for future years.