Module Details

Module Code: ENGR
Module Title: Software Engineering for Games
Title: Software Engineering for Games
Module Level:: 6
Credits:: 5
Module Coordinator: Nigel Whyte
Module Author:: Ken Power
Domains:  
Module Description: To equip the learners with the ability to employ object oriented design and methodologies within a software process as used in the games industry.
 
Learning Outcomes
On successful completion of this module the learner will be able to:
# Learning Outcome Description
LO1 Discover object oriented domain models from requirements
LO2 Employ object oriented software engineering principles and techniques to produce robust software architectures
LO3 Communicate object oriented designs
Dependencies
Module Recommendations

This is prior learning (or a practical skill) that is recommended before enrolment in this module.

No recommendations listed
Co-requisite Modules
No Co-requisite modules listed
Additional Requisite Information
No Co Requisites listed
 
Indicative Content
Software Requirements Analysis
Analysis modeling, object oriented domain modeling, notations (e.g. UML) and tools
Software Design
Object oriented design concepts and principles, logical architecture, fundamental design patterns.
Object oriented software design
SOLID principles, DRY, Demeter, cohesion & coupling
Design Patterns:
Some GoF patterns, MVC pattern, patterns applicable to games
Module Content & Assessment
Assessment Breakdown%
Continuous Assessment15.00%
Project20.00%
Practical25.00%
End of Module Formal Examination40.00%

Assessments

Full Time

Continuous Assessment
Assessment Type Examination % of Total Mark 5
Timing Week 7 Learning Outcomes 2
Non-marked No
Assessment Description
Class test
Assessment Type Examination % of Total Mark 10
Timing n/a Learning Outcomes 1,3
Non-marked No
Assessment Description
n/a
Project
Assessment Type Project % of Total Mark 20
Timing Week 22 Learning Outcomes 1,2,3
Non-marked No
Assessment Description
Collaborative project to produce artefacts relevant to the development of a game.
Practical
Assessment Type Practical/Skills Evaluation % of Total Mark 25
Timing Every Second Week Learning Outcomes 1,2,3
Non-marked No
Assessment Description
A series of lab sessions supported by worksheets to gain skills in prototyping tools, need finding and evaluation
End of Module Formal Examination
Assessment Type Formal Exam % of Total Mark 40
Timing End-of-Semester Learning Outcomes 1,2,3
Non-marked No
Assessment Description
No Description
Reassessment Requirement
Repeat examination
Reassessment of this module will consist of a repeat examination. It is possible that there will also be a requirement to be reassessed in a coursework element.

SETU Carlow Campus reserves the right to alter the nature and timings of assessment

 

Module Workload

Workload: Full Time
Workload Type Workload Category Contact Type Workload Description Frequency Average Weekly Learner Workload Hours
Lecture Contact No Description 12 Weeks per Stage 2.00 24
Laboratory Contact No Description 12 Weeks per Stage 1.00 12
Tutorial Contact No Description 12 Weeks per Stage 1.00 12
Estimated Learner Hours Non Contact No Description 15 Weeks per Stage 5.13 77
Total Weekly Contact Hours 4.00
 
Module Resources
Recommended Book Resources
  • Craig Larman. (2005), Applying UML and patterns, Prentice Hall PTR, Upper Saddle River, N.J., [ISBN: 0131489062].
  • Eric Freeman, Elisabeth Freeman; with Kathy Sierra, Bert Bates. Head first design patterns, Sebastopol O'Reilly 2004, [ISBN: 0596007124].
  • Robert Nystrom. (2014), Game Programming Patterns, [ISBN: 0990582906].
This module does not have any article/paper resources
This module does not have any other resources
Discussion Note: