Module Descriptors
FUNDAMENTALS OF GAME AND GRAPHICAL SYSTEM DEVELOPMENT
COSE40575
Key Facts
Faculty of Computing, Engineering and Sciences
Level 4
30 credits
Contact
Leader: Paul Boocock
Hours of Study
Scheduled Learning and Teaching Activities: 96
Independent Study Hours: 204
Total Learning Hours: 300
Assessment
  • ASSIGNMENT weighted at 70%
  • EXAMINATION - UNSEEN IN EXAMINATION CONDITIONS weighted at 30%
Module Details
Module Special Admissions Requirements
Co-requisite - CESCOM10083-4 Introduction to Software Development or equivalent
Module Resources
2D graphical package for image creation and manipulation
3D modelling tool such as 3DS Max
Game development engine such as Unity Engine
Development environment and Open GL libraries for C++ programming
Module Texts
OpenGL Programming Guide: The Official Guide to Learning OpenGL, Dave Shreiner, Graham Sellers, John Kessenich, Bill Licea-Kane, 2013, Addison Wesley, ISBN: 978-0321773036
The C++ Programming Language, 4th edition, Bjarne Stroustrup, 2013, Addison Wesley, ISBN: 978-0321563842
Game Development Essentials, Jeannie Novak, 2011, Delmar Cengage Learning, ISBN: 978-1111642884
Module Learning Strategies
48 hours of lectures and 48 hours of practical sessions. In the practical session you will work through exercises to get hands-on experience of the principles taught in the lecture.
Module Additional Assessment Details
A staged assignment (70%) incorporating creation of 3D models, implementation of a game prototype, and development of a 3D graphical system (learning outcomes 2 and 3)
A 2 hour examination (30%) assessing learning outcome 1 (final assessment)

Module Indicative Content
Game Hardware: History of gaming hardware. Characteristics of current and emerging platforms and peripherals.
The Games Industry: Game industry economic relationships, game production life-cycle, game production roles and teams
Game Design: Game genres and principles of game play, design documents
2D graphics: Introduction to image manipulation using a suitable 2D graphics package, colour models and graphical file formats, loading and rendering of 2D sprites
3D graphics: Introduction to 3D modelling using a suitable software package, camera/model paradigm, model representation using vertices and facets, 3D pipeline and transformations, texturing, lighting. Use of a suitable API such as OpenGL.
Elements of the game loop: input, movement using AI and physics, collision detection, graphics and sound rendering.
3D Graphics programming ¿ asset loading and storage, input, basic physics and AI, animation, collision detection, output
C++ programming for game development: functions and prototypes, pointers, dynamic memory allocation, arrays and structures, classes and objects, file I/O, linked lists and trees.