To provide students with practical experience of realistically sized projects; To draw together the various elements of the course.
Learning Outcomes
On successful completion of this module the learner will be able to:
#
Learning Outcome Description
LO1
Produce a fully developed game or game framework (this will be the most significant element of the students portfolio).
LO2
Present material in a professional manner
LO3
Schedule and plan tasks necessary to build a computer game
LO4
Write, debug and manage code in a large code base
LO5
Research and solve programming problems
LO6
Produce high quality documentation.
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
Students will work on a major project, the work on which will be co-ordinated by the tutors. Students are expected to devote about 10 hours per week to their project work. The student will have regular meetings with their tutor.
The project specifications involve a diverse range of state of the art game technologies. Each student is assigned a separate self-contained project, and uses an Agile process as the main development methodology.
During the course of the year, the students will make individual presentations on progress at various pre-determined evaluation points. As this is an evolving methodology, all final documentation is due on the completion date of the project. Final project evaluation by all the tutors takes place at the end of the academic year.
Module Content & Assessment
Assessment Breakdown
%
Project
100.00%
Assessments
Full Time
No Continuous Assessment
Project
Assessment Type
Project
% of Total Mark
100
Timing
Sem 2 End
Learning Outcomes
1,2,3,4,5,6
Non-marked
No
Assessment Description The project is assessed on the basis of presentations on progress at pre-determined evaluation points, and on documentation which accompanies the project.
No Practical
No End of Module Formal Examination
Reassessment Requirement
Exam Board It is at the discretion of the Examination Board as to what the qualifying criteria are.
Reassessment Description The discretionary decision whether the student is allowed to choose a new project or continue the original one is given to the programme board committee. The marking scheme remains the same.
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
Independent Learning Time
Non Contact
Final year project
30 Weeks per Stage
16.67
500
Total Weekly Contact Hours
0.00
Module Resources
Recommended Book Resources
Clinton Keith. (2010), Agile Game Development with Scrum, Addison-Wesley.
Jesse Schell. (2014), The Art of Game Design: A book of lenses, Morgan Kaufmann.
Tracy Fullerton. (2014), Game Design Workshop: A Playcentric Approach to Creating Innovative Games, 2nd. Elsevier, Morgan Kaufmann.
Robert Nystrom. (2015), Game Programming Patterns.
This module does not have any article/paper resources