Upon completion of this module, learners should be able to explain the main components of a game engine and use external libraries to implement a 2D game.
Learning Outcomes
On successful completion of this module the learner will be able to:
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Learning Outcome Description
LO1
Use a game library API to develop properly architected short game prototypes.
LO2
Implement design patterns that are applicable to interactive applications.
LO3
Work as a member of a development team and use a version control system to manage source code in a team project.
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
2D Fundamentals
The game loop, event loop and timers. Textures, sprites, basic sprite tranformations.
Data serialization formats
Representing game data using data serialization formats. Using a parsing library to implement a level loader.
Input management
Handling player input.
Collisions management
Collision detection and response.
Steering behaviours
NPC navigation with collision avoidance.
Game states
Implementing game states and a HUD system.
Game design patterns
Implementing a common game design pattern, for example object pool pattern.
Version control systems
Committing, checking out, branching and merging.
Module Content & Assessment
Assessment Breakdown
%
Project
50.00%
Practical
50.00%
Assessments
Full Time
No Continuous Assessment
Project
Assessment Type
Project
% of Total Mark
25
Timing
Sem 1 End
Learning Outcomes
1
Non-marked
No
Assessment Description Use a game library API to develop a short game prototype.
Assessment Type
Project
% of Total Mark
25
Timing
Week 11
Learning Outcomes
1,2,3
Non-marked
No
Assessment Description Students will work as part of a team to create a playable game given a prescribed theme and gameplay specification. The assessment is staged horizontally across all 5 modules of this semester. This will be a studio style project, where teams work full time (without classes) over a period of two weeks.
Practical
Assessment Type
Practical/Skills Evaluation
% of Total Mark
50
Timing
n/a
Learning Outcomes
1,2
Non-marked
No
Assessment Description Participation in and completion of practical work. Students will work in-class on a series of practical exercises distributed over the second semester.
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.
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
1.00
12
Laboratory
Contact
No Description
12 Weeks per Stage
4.00
48
Estimated Learner Hours
Non Contact
Estimated Learner Hours
15 Weeks per Stage
4.33
65
Total Weekly Contact Hours
5.00
Module Resources
Supplementary Book Resources
Nystrom, R.. (2014), Game Programming Patterns, Genever Benning, [ISBN: 978-099058290].