Module Details

Module Code: SYST
Module Title: Real World Modelling and Simulation
Title: Real World Modelling and Simulation
Module Level:: 8
Credits:: 5
Module Coordinator: Nigel Whyte
Module Author:: Martin Harrigan
Domains:  
Module Description: The module teaches best-practice project management and development processes when designing, implementing and evaluating game systems and simulations in a team-based environment, incorporating game feel as an important consideration.
 
Learning Outcomes
On successful completion of this module the learner will be able to:
# Learning Outcome Description
LO1 Work in teams to model, implement and evaluate game systems and simulations.
LO2 Apply best-practice project management and development processes.
LO3 Carry out independent research and develop individual components to support team work.
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
Project Management
Project planning and tracking. Coordinating work within a team. Agile development.
Development Process
Test Driven Development. Unit Testing. Integration Testing. Pair Programming. Source code management. Continuous Integration. Reviewing.
Design and Implementation of Game Systems and Simulations
Building relatively complex game systems to simulate the operation of real or imagined worlds. e.g., physics or economic systems.
Problem Solving and Teamwork
Tackling system design and implementation problems individually and as a team.
Module Content & Assessment
Assessment Breakdown%
Project100.00%

Assessments

Full Time

No Continuous Assessment
Project
Assessment Type Project % of Total Mark 50
Timing Week 9 Learning Outcomes 1,2,3
Non-marked No
Assessment Description
The students will complete a team problem. They will play roles based on the Problem Based Learning (PBL) model. Each problem will be assessed under product and process.
Assessment Type Project % of Total Mark 50
Timing Week 11 Learning Outcomes 1,2,3
Non-marked No
Assessment Description
The students will complete an individual problem. The problem will involve the design, implementation and evaluation of a game system or simulation that can be used in the team problem. They will improve their component based on the experience and feedback from the team problem.
No Practical
No End of Module Formal Examination
Reassessment Requirement
Coursework Only
This module is reassessed solely on the basis of re-submitted coursework. There is no repeat written examination.
Reassessment Description
The student can re-submit their individual project.

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
Lecturer-Supervised Learning (Contact) Contact Lecturer supervision; direction, review, feedback 12 Weeks per Stage 2.00 24
Studio Based Learning Contact Team Problem 12 Weeks per Stage 4.00 48
Independent Learning Non Contact Individual Problem 15 Weeks per Stage 3.53 53
Total Weekly Contact Hours 6.00
 
Module Resources
Recommended Book Resources
  • Steve Swink. (2008), Game Feel: A Game Designer's Guide to Virtual Sensation, 1st. CRC Press.
  • Tracy Fullerton. (2018), Game Design Workshop: A Playcentric Approach to Creating Innovative Games, 4th. CRC Press.
Supplementary Book Resources
  • Robert Nystrom. (2014), Game Programming Patterns, 1st. Genever Benning.
  • Daniel Shiffman. (2012), The Nature of Code, 1st. Nature of Code.
  • Clinton Keith. (2010), Agile Game Development with SCRUM, 1st. Addison-Wesley Professional.
This module does not have any article/paper resources
This module does not have any other resources
Discussion Note: