CSC3224 : Computer Games Development
- Offered for Year: 2017/18
- Module Leader(s): Dr William Blewitt
- Owning School: Computing
- Teaching Location: Newcastle City Campus
|Semester 2 Credit Value:||10|
To introduce fundamental concepts underpinning computer games development.
To provide practical experience of the software engineering associated with computer games
Outline Of Syllabus
Introduction - A historical survey introducing important scientific and technological breakthroughs and innovations (both in academia and industry) that have influenced computer games development. Describing the mathematical concepts associated with the breakthroughs and innovations identified in the historical survey. Summary of latest computer game development tools relating to dedicated, and general-purpose, hardware.
Design & Implementation - Investigate mathematical models used in the programming, artificial intelligence and graphical representation of computing games. Good use made of case studies to encourage a deeper learning of such models. Practical classes designed to teach students how to use enabling technologies associated with games development. For example, comparing and contrasting the virtual reality modelling language with a game engine.
Multiplayer - Describing the mathematics used when identifying real-time constraints of multiplayer environments when users are geographically separated. Identifying the different approaches to multiplayer games deployment over networks and associating such findings to real-time constraints. Exploring the advantages and disadvantages of employing general consensus algorithms to ensure consistency in multiplayer environments. Exploring how the techniques of dead reckoning and zoning are used to satisfy real-time constraints.
Revision & project presentation - Providing summary assessment of game development project. Employing reflective practices to encourage a review of subjects covered.
|Guided Independent Study||Assessment preparation and completion||11||1:00||11:00||Lecture follow-up|
|Scheduled Learning And Teaching Activities||Lecture||11||1:00||11:00||Lectures|
|Scheduled Learning And Teaching Activities||Practical||22||1:00||22:00||Practicals|
|Guided Independent Study||Project work||45||1:00||45:00||Coursework|
|Guided Independent Study||Independent study||11||1:00||11:00||Background reading|
Teaching Rationale And Relationship
Techniques and theory are presented in lectures. Supervised practicals on a PC cluster room provide experience of writing programs and using PCs with help available. Further practical work takes place during the private study hours.
The format of resits will be determined by the Board of Examiners
|Practical/lab report||2||M||25||Working game scenarios with full code listings and document with example screenshots. 15 hours.|
|Practical/lab report||2||M||75||Working game with full code listings and document with example screenshots. 30 hours.|
Assessment Rationale And Relationship
The assessment rationale is based on the practical engineering requirements associated with computer game development. Therefore, the appropriate manner to achieve this is via a project to create a computer game. The student must convey the standard of their work via the provision of full code listings, example screenshots and a full demonstration of their game. To ensure students are progressing appropriately, a first prototype will be required early in the module.
- Reading List Website : rlo.ncl.ac.uk