CU5012 - Game Engine Development (2023/24)
Module specification | Module approved to run in 2023/24 | ||||||||||||||||
Module title | Game Engine Development | ||||||||||||||||
Module level | Intermediate (05) | ||||||||||||||||
Credit rating for module | 30 | ||||||||||||||||
School | School of Computing and Digital Media | ||||||||||||||||
Total study hours | 300 | ||||||||||||||||
|
|||||||||||||||||
Assessment components |
|
||||||||||||||||
Running in 2023/24(Please note that module timeslots are subject to change) |
|
Module summary
This module builds on the knowledge and skills acquired in Level 4, introducing students to 3D graphics programming, using managed code. During the module, students will work in teams to develop a 3D game and consider some of the economic and marketing issues associated with production.
The module aims to:
· provide an understanding of the mathematics associated with 3D space
· introduce 3D graphics and audio pipelines
· foster students' programming and asset production skills
· develop creative skills by producing a 3D game
· develop students' profiles of personal/professional development
Prior learning requirements
Successful completion of level 4
Syllabus
3D artifact design: 3D graphics, 3D models, 3D skybox LO1, LO2, LO3, LO4
Maths in 3D games: 3D geometry, 3D Vector, 3D Matrix
Physics in 3D games: Kinematics, Rotational Motion, Newton's Laws, Energy, Momentum and Impulse
3D game development: Move 3D model in 3D space, controlling the 3D camera, 3D Collision detection, 3D Terrain
3D audio and game aesthetics
Problem solving in 3D games: 3D game plan, testing, debugging, and documentation
Balance of independent study and scheduled teaching activity
Topics will be introduced through the medium of formal lectures, supported by seminar and workshop sessions, and blended learning as follows:
- Lecture (1 hour / week):
Introduction of the major topics identified in the syllabus, plus for practical exercises, directed reading and other further study
- seminar / Workshop (2 hour / week):
Consolidating understanding of topics introduced in the lecture via class and group discussions, informal presentations and other activities in the seminar sessions.
3D Game design and development practical skills will be further developed through lab-based workshops. Specific practical exercises are set to support students' development of skills in essential 3D Game design and development.
- Blended learning:
Using the University’s VLE and online tools to provide deliver content, assessment and feedback, to encourage active learning, and to enhance student engagement and learning experience.
Students will be expected and encouraged to produce reflective profiles of personal/professional development on the learning activities and tasks that they carry out to complete their work.
Games Programming Students will collaborate with Games Animation, Modelling and Effects students in producing a completed Game Project
Learning outcomes
On successful completion of this module, students will be able to:
LO1 – understand and apply 3D maths in the context of a game
LO2 – discuss and present game strategies and solutions
LO3 – extend creativity by developing a 3D game working as part of a group
LO4 – appreciate optimisation requirements for assets in game pipeline
Assessment strategy
The module will be assessed by a practical piece of group coursework (75%) and individual in-class test (25%).
A in-class presentation of weekly log book - manipulate an industry-standard game authoring tool; present and discuss technical solutions for programming and asset development [LO4]
Project Plan - discuss and present game strategies and solutions (LO2)
An extensive group coursework that involves 3D artwork and 3D game programming based on a game concepts, showing mathematics and physics for a 3D game. Students are expected to work in a team to develop a 3D game with design and development report [LO1, LO3, LO4].
Bibliography
Textbooks:
Core Text:
Luna, F., (2016). Introduction To 3d Game Programming With Directx 12. Mercury Learning & Information.
Other Texts:
Stahler, W., (2004). Beginning Math And Physics For Game Programmers. New Riders.
Jason, G., (2018). Game Engine Architecture Third Edition. Taylor & Francis Group.
See weblearn for updated list.