Applied Game Technologies


Through a series of lectures and practical sessions, students will be exposed to emerging technology trends used in computer games development and develop and apply techniques using existing technologies to explore these trends.


The aim of this module is to enable students to look at the use of existing technologies currently used in computer games development and seek out opportunities for innovation with the field.

Learning Outcomes

By the end of this module the student should be able to:

1.  Identify and critically evaluate the use of emerging technologies within computer games development.

2.  Demonstrate and critically evaluate the application of existing and emerging technologies through application development.

3.  Investigate appropriate areas of research and conceptualise their use within computer games development.

4.  Formulate potential new areas of technological development based on current trends.

Indicative Content

1 Human Computer Interface

Input devices and methods of interaction with gaming platforms.

2 Visualisation

Programming techniques applicable to modern video graphics hardware.

3 Platform

Emerging hardware platforms used for computer games development.

4 Innovation

Enquiry based activity into technologies beyond that which is currently used for computer games development.

Statement on Teaching, Learning and Assessment

Students will receive a series of lectures supported by laboratory sessions where applications will be developed and extended. Underpinning theory will be introduced in lectures and laboratory sessions will explore the application of theory through practical programming examples. Students will propose an application for their coursework and develop this application during the latter part of the laboratory sessions.

Teaching and Learning Work Loads

Total 210
Lecture 8
Tutorial/Seminar 0
Supervised Practical Activity 24
Unsupervised Practical Activity 0
Assessment 80
Independent 98

Guidance notes

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.