Module Descriptors
COMPUTER SCIENCE APPLICATIONS FOR GAMES
GDEV70013
Key Facts
Digital, Technology, Innovation and Business
Level 7
20 credits
Contact
Leader: Benjamin Williams
Hours of Study
Scheduled Learning and Teaching Activities: 48
Independent Study Hours: 152
Total Learning Hours: 200
Assessment
  • PORTFOLIO OF SOLUTIONS weighted at 70%
  • DEVELOPMENT LOG weighted at 30%
Module Details
LEARNING OUTCOMES
1. Demonstrate a critical understanding of computer science and apply this knowledge to the design of a game related artefact

Knowledge and Understanding, Application

2. Demonstrate the independent learning ability required to advance your knowledge and understanding of developing a game related artefact.

Learning

3. Demonstrate a critical awareness and evaluation of current research, advanced scholarship, contemporary problems and/or new insights, much of which is at, or informed by, the forefront of computer science research as it currently stands.

Analysis

4. Communicate conclusions clearly to specialist and non-specialist audiences.

Communication

5. Demonstrate a high level of enquiry into computer science theory, frameworks and techniques.

Enquiry

ADDITIONAL ASSESSMENT DETAILS
The Assignment criteria is as follows:

Portfolio of Computer Science based tasks 70% [1,2,5]

You will develop a range of games related solutions, which are applied to given problems set via an assessment.

The assessment will take the form of a number of tasks addressing the problems and solutions covered in the module. The solutions presented for assessment will essentially be a portfolio of solution engineered by the students.

This portfolio will comprise solutions to contemporary computer science problems that can be regularly encountered during the process of developing a game. These will comprise but are not limited to issues of artificial intelligence techniques, coding of efficient algorithms to solve difficult problems related to pathfinding and graphics, low level techniques for optimisation, and techniques to generate content, within a game artefact procedurally.

Development Log 30% [3,4]

The assignment will require that independent research is undertaken to support the knowledge gained from
the taught sessions. This will be documented in a companion Log that chronicles development.

The student will be expected to demonstrate a critical understanding of the techniques undertaken to develop solutions. This will also be supported by cited research into the practical and theoretical underpinnings of the work.

The student will also be expected to critically evaluate their professional and academic development, relative to the technical development tasks. They will also be expected to reflect on the applicability of the skills gained to industry.
INDICATIVE CONTENT
Machine learning theory & practical

Advanced tools development (software dev, databases, design patterns)

Low level optimisation with C++

Procedural content generation
WEB DESCRIPTOR
In this module you will understand the contemporary computer science that forms a basis for games development, along with the theory that supports it. You’ll learn a variety of techniques that are currently extant and being built upon. To demonstrate your learning, you'll solve a series of applicable computer science problems.
LEARNING STRATEGIES
Students will be expected to engage in a variety of learning strategies, including tutor-led formal presentations and theory lectures, workshops and self-directed learning.
TEXTS
Roughgarden, T. (2022) Algorithms Illuminated. Cambridge: Cambridge University Press.

Cormen, T.H., Leiserson, C.E., Rivest, R.L. and Stein, C. (2009) Introduction to Algorithms. 3rd edn. Massachusetts: MIT Press.

Roberts, P. (2022) Artificial Intelligence in Games. Boca Raton: CRC Press.

Buckland, M. (2002) AI Techniques for Game Programming. Roseville: Prima Tech.

Rabin, S. (ed.) (2013) Game AI Pro 1: Collected Wisdom of Game AI Professionals. Boca Raton: CRC Press.

Rabin, S. (ed.) (2015) Game AI Pro 2: Collected Wisdom of Game AI Professionals. Boca Raton: CRC Press.

Rabin, S. (ed.) (2017) Game AI Pro 3: Collected Wisdom of Game AI Professionals. Boca Raton: CRC Press.

Preisz, E. and Garney, B. (2010) Video Game Optimization. Boston: Course Technology.

Green, D. (2016) Procedural Content Generation for C++ Game Development. Birmingham: Packt Publishing.

Strömbäck, B. (2020) C++ High Performance: Master the Art of Optimizing the Functioning of Your C++ Code. 2nd edn. Birmingham: Packt Publishing.
RESOURCES
Visual Studio

Unreal Engine / Unity / Other Suitable Engine

VLE (Such as Blackboard)

Office Applications (Such as Microsoft Office)

Staffordshire University Library

Internet Access

Digital Academy Forum

Digital Academy Upload