Module Descriptors
FURTHER ENGINES PROTOTYPING
GDEV60054
Key Facts
Digital, Technology, Innovation and Business
Level 6
30 credits
Contact
Leader: Oliver Rippon
Hours of Study
Scheduled Learning and Teaching Activities: 72
Independent Study Hours: 228
Total Learning Hours: 300
Assessment
  • GAMEPLAY DEMOS weighted at 70% - Learning outcome(s) assessed: 1,2
  • REFLECTIVE REPORT - 1800 WORDS weighted at 30% - Learning outcome(s) assessed: 3,4
Module Details
INDICATIVE CONTENT
Modern Game Engines

Working with multiple programming languages

Gameplay Design

Rapid Prototyping

Programming Architecture

Game flow and juice

Research techniques

Project management techniques

Reflective practice
ADDITIONAL ASSESSMENT DETAILS
Assessment 1 – Gameplay Demos 70% [Learning Outcomes 1 and 2]

Create a series of 2 arcade-style game prototypes focusing on basic gameplay mechanics, developed using different games engines. The games should clearly demonstrate knowledge and skills of rapid game prototyping and understanding of game engines, gameplay design and programming.

Assessment 2 – Reflective Report 30% [Learning Outcomes 3 and 4]

A reflective breakdown of the engines and the features that have been used for gameplay demos, outlining the intended best practices for each toolset and the application within the developed examples.
LEARNING STRATEGIES
The teaching of the module uses a balance of structured learning, and self-guided study to develop foundational skills, and encourage exploration of topics independently. Structured sessions will use a mix of lectures and practical workshops to explore new topics and provide a workable example. Independent study will be encouraged using recommended reading, research tasks, and further development of the workshop examples to reinforce the topics covered.
LEARNING OUTCOMES
1. Demonstrate advanced techniques and common practices used in a variety of games software to research and explore unique games engines.

Knowledge and Understanding

2. Efficiently develop practical workflows for creating small prototypes and gameplay demos using unfamiliar software.

Application and Problem-Solving

3. Communicate your research and development approach clearly by outlining prototype ideas, explaining the reasoning behind design decisions, and presenting the development process effectively.

Communication
Reflection

4. Critically explore the applications of particular software for different practices, working alongside peers to discuss and debate these approaches.

Critical Reasoning and Collaboration
RESOURCES
Modern IDE
Modern Game Engines
Project management tools
VLE
Office 365
Staffordshire University Library
Internet Access
Digital Academy Forum
Digital Academy Upload
Game Lab
TEXTS
Gregory, J (2018) Game Engine Architecture ISBN: 978-1138035454

Bradfield, C. (2023) Godot 4 Game Development, Second Edition ISBN: 978-1804615621

Capellman, J. and Salin, L. (2020) MonoGame Mastery ISBN: 978-1484263082

Kenlon, S. (2019) Developing Games on the Raspberry Pi ISBN: 978-1484241691
WEB DESCRIPTOR
There are plenty of game engines out there, and once you learn one, you can learn them all. This module aims to guide you through the process of picking up unfamiliar tools, identifying common practices, and quickly utilising them to develop something practical. Using open-source engines and frameworks you’ll develop a series of small prototypes to explore these more unique tools.