Module Descriptors
INTEGRATED SYSTEMS PROGRAMMING
GDEV60058
Key Facts
Digital, Technology, Innovation and Business
Level 6
30 credits
Contact
Leader: Christopher Windmill
Hours of Study
Scheduled Learning and Teaching Activities: 72
Independent Study Hours: 228
Total Learning Hours: 300
Assessment
  • TECHNICAL DESIGN DOCUMENT - 1200 WORDS weighted at 20% - Learning outcome(s) assessed: 1
  • SYSTEMS ARTEFACT weighted at 50% - Learning outcome(s) assessed: 1,2
  • PRESENTATION - 10 MINUTES weighted at 30% - Learning outcome(s) assessed: 3,4
Module Details
INDICATIVE CONTENT
Content will cover three major development areas

1. Game engine systems:
Structure and fundamentals of implementing a game engine
Developing tools and systems integrated into a game engine
Developing human centric systems

2. Development workflows and tools
Game development workflows and processes
Game design workflows and processes
Existing tools and systems
Designing for usability

3. Usability and testing
UI and UX for tools
Evaluating systems using open and closed testing mechanisms
Integrating testing into the development cycle
ADDITIONAL ASSESSMENT DETAILS
Assessment 1 – Technical Design Document 20% [Learning Outcome 1]

Students will produce a Design Document that outlines the key features and functionality of a tool/system which demonstrates a rationale for the choices that have been made. The Design Document will include:

An overview pitch of the tool/system
A breakdown of the key features and how they work
A user guide on the features

Assessment 2 – Systems Artefact 50% [Learning Outcomes 1 and 2]

Students will define a tool or system at the engine level. The system will demonstrate an understanding of the workflow/pipeline for a game developer and provide support for developing a game using the system. The student will demonstrate the capability of their tool/system through a tech demo developed using the tool/system. The focus and capability of the tool/system will be negotiated between the student and the tutor.

Assessment 3 – Presentation 30% [Learning Outcomes 3 and 4]

Students will critically reflect on the development process and the final outcome of their project with a particular focus on their understanding of how the tool/system fits into the development workflow/pipeline of the developer and how effectively it supports that workflow.
LEARNING STRATEGIES
Learning and teaching activities will be delivered through a structured blend of scheduled and independent study designed to support a coherent learning journey. Scheduled sessions will typically include lectures that introduce core concepts and workshops that allow students to apply techniques, engage in facilitated discussions, and undertake activities focused on problem solving and peer learning. Independent study will involve, recommended reading, research tasks, and ongoing development of project work supported by the resources provided.
LEARNING OUTCOMES
1. Demonstrate advanced knowledge of game engine architecture, including how developers interact with system-level tools and underlying engine systems.

Knowledge & understanding

2. Develop and validate an engine-level tool or system that supports the creation and optimisation of core game functionality.

Application & problem-solving

3. Critically evaluate the role and purpose of an engine-level system, explaining how it integrates into the wider development pipeline and collaborating with peers to justify technical decisions.

Critical reasoning and collaboration

4. Critically reflect on the design, development and testing of an engine-level tool, evaluating its effectiveness for a specific development group and identifying areas for improvement.

Reflection
RESOURCES
Visual Studio
VLE
Modern IDE
Moder game engine
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

Lengyel, E (2016) Foundations of game Engine Development Volume 1: Mathematics, ISBN: 978-0-9858117-4-7

Lengyel, E (2019) Foundations of game Engine Development Volume 2: Rendering, ISBN: 978-0-9858117-5-4

Millington, I. (2015), Game Physics Engine Development: How to Build a Robust Commercial-Grade Physics Engine for your Game, CRC Press, ISBN: 978-0123819765

Bourg, D.M. (2013) Physics for Game Developers 2e: Science, Math, and Code for Realistic Effects, O’Reilley, ISBN: 978-1449392512

Butler S., Oliver, T. (2024) Game Development Patterns with Unreal Engine 5: Build maintainable and scalable systems with C++ and Blueprint, ISBN: 978-1803243252
WEB DESCRIPTOR
Integrated systems programming gives you the experience of getting under the hood of a game engine and creating tools that assist designers and developers in creating a game. Through the development and evaluation of a user-friendly engine-level system you will construct a tech demo that demonstrates your understanding of workflows, usability, and system level programming.