Module Descriptors
PRACTICAL GAME STRATEGIES
COSE60440
Key Facts
Faculty of Computing, Engineering and Sciences
Level 6
15 credits
Contact
Leader: Robert Hobbs
Hours of Study
Scheduled Learning and Teaching Activities: 24
Independent Study Hours: 126
Total Learning Hours: 150
Assessment
  • COURSEWORK weighted at 100%
Module Details
Module Texts
1. Game Programming with Python, Lua, and Ruby (Paperback)
by Tom Gutschmidt, Muska and Lipman/Premier-Trade; Pap/Cdr edition (Dec 1 2003) ISBN-13: 978-1592000777
2. Fundamentals of Game Design (Game Design and Development) (Paperback)
by Ernest Adams , Andrew Rollings, Prentice Hall; 1 edition (4 Dec 2006) ISBN: 978-0131687479
Module Resources
Specialist game engine development environment such as - unreal tournament, half life or XNA - based purpose-built engine. Access to usability laboratory. High level language development suite such as visual studio
Module Learning Strategies
The module presents contextual and explanatory material, together with recommended reading and research in lectures. The content of the lectures introduces and explores a range of issues that are discussed in groups in tutorials and incorporated into a large group project demonstrating principle embodied in the lectures. There will normally be 2 hours practical per week.
(1:20)2
Module Indicative Content
Work collaboratively to incorporate the following attributes
- Setting Coding Standards and design parameters
- Produce a specification in the form of a technical document
- Production of Data Driven Architectures with possibility of amendment through Scripting. Making a change to a game does not mean changing the code. Adoption of scripting languages or data driven game models allow non-programmers to make rapid changes to the game outcomes without the need for changes to the game code.
- Tools - Creating programs to help build games.
- Building. The build process typically integrates thousands of assets and involves the work of the entire team. The student should study how designing a reliable and fault tolerant build process can speed production.
- Testing and repeatability. Game programs have to meet rigorous levels of stability and performance. Consider the ways which programmers can assist the process of testing. Develop robustness and usability testing schemes for a produced game.
Module Additional Assessment Details
100% Coursework (LOs 1-4) consisting of:

A group project in which an inter-disciplinary cooperative team develop a substantive game-related artefact using recognised design principles, recognised testing methods and involving the implementation of a code or script based tool to assist the construction of the main artefact.
Module Special Admissions Requirements
Students should have followed a recognised computer games award. Intake will be controlled to ensure a reasonably balanced mix of design and programming students