Module Details

Module Code: PROG
Module Title: Gameplay Programming for Mobile Devices
Title: Gameplay Programming for Mobile Devices
Module Level:: 7
Credits:: 10
Module Coordinator: Nigel Whyte
Module Author:: Daire OBroin
Domains:  
Module Description: To give the student a thorough understanding of the application of physics to gameplay for mobile platforms.
 
Learning Outcomes
On successful completion of this module the learner will be able to:
# Learning Outcome Description
LO1 Design, implement and test 2D game prototypes for mobile platforms.
LO2 Model and simulate physical systems and refine these simulations to meet gameplay requirements.
LO3 Use game analytics and playtesting data to inform design iterations
LO4 Run an internal test through an app store.
LO5 Send and receive data over a network.
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
4418 PROG H4203 Prog for Games Devices I
Additional Requisite Information
No Co Requisites listed
 
Indicative Content
Development Process
Project planning and tracking. Coordinating work within a team. Agile development. Source code management. Coding Standards.
Fundamentals of mobile 2D game programming
Game loop, collision detection, game input, audio, timers, animation, sprites (sprite sheets, texture packing).
Mobile devices
Deploying and debugging an application on a mobile device. Supporting multiple screen resolutions. Loading game data from external resources. Persistence.
Modelling physical systems
Vectors and movement. Forces: force field, force accumulation, wind, gravity, friction, air/fluid resistance. Projectiles. Particle systems. Collisions (conservation of linear and angular momentum), Newton’s law of restitution, impulse on collision, resolution of collisions in 2D. Physics joints.
Game systems
Gameplay. Designing and refining a game system. Game feel. Playtesting. Game analytics. Integrating systems.
User interface
Creating game menus and navigating between them. UI components. UI/UX. Managing game states.
Publishing
Certificates. Asset preparation. Development and distribution builds. Internal and external test tracks. Releasing a game for testing. Submission process.
Fundamentals of Networking
IP Addresses. Ports. Sockets. TCP/IP. HTTP. Standard data formats such as JSON.
Module Content & Assessment
Assessment Breakdown%
Project40.00%
Practical30.00%
End of Module Formal Examination30.00%

Assessments

Full Time

No Continuous Assessment
Project
Assessment Type Project % of Total Mark 15
Timing Week 6 Learning Outcomes 1,2,3
Non-marked No
Assessment Description
Design and develop a mobile game.
Assessment Type Project % of Total Mark 25
Timing Week 12 Learning Outcomes 1,2,3,4,5
Non-marked No
Assessment Description
This project builds on the first project and uses game analytics and playtesting data to inform design and development iterations.
Practical
Assessment Type Practical/Skills Evaluation % of Total Mark 30
Timing Sem 1 End Learning Outcomes 1,2,3
Non-marked No
Assessment Description
Practical Work
End of Module Formal Examination
Assessment Type Formal Exam % of Total Mark 30
Timing End-of-Semester Learning Outcomes 1,2,3,4
Non-marked No
Assessment Description
This mainly assesses the modelling and simulation of physical systems.
Reassessment Requirement
Coursework Only
This module is reassessed solely on the basis of re-submitted coursework. There is no repeat written examination.

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
Laboratory Contact No Description 12 Weeks per Stage 4.00 48
Lecture Contact No Description 12 Weeks per Stage 3.00 36
Independent Learning Non Contact No Description 15 Weeks per Stage 11.07 166
Total Weekly Contact Hours 7.00
 
Module Resources
Supplementary Book Resources
  • Rabin, S.. (2009), Introduction to Game Development, Second. Cengage Learning, [ISBN: 978-084003103].
  • Swink, S.. (2008), Game Feel: Game Designer's Guide to Virtual Sensation, CRC Press, [ISBN: 978-012374328].
This module does not have any article/paper resources
This module does not have any other resources
Discussion Note: