Module Additional Assessment Details
A practical assignment (100%) assessed through a written report (and possibly a small games artefact if deemed necessary). The report should normally be a minimum of 3000 words (excluding diagrams, pictures, tables, and references)
(Learning outcomes 1, 2, 3, 4)
Module Indicative Content
Each student will undertake an individual programme of study. Initially the student will review and may carry out research in order to identify a relevant issue or topic (case study area) on which to base the project. Identification of the topic should be carefully carried out in order to assure the value of the project to the gaming industry or research community. The following are acceptable examples:
a) investigate current gaming hardware and software
b) investigate how 3-D gaming environments are created. Before starting the project the student and module leader must agree the topic and full scope and agree on any outputs that are to be produced. The created project report must include comprehensive referencing to research papers, journals, artefacts and books etc. to make the work academically sound. Throughout the module, the student will be given direction by the module leader (and supervisor) in preparing the work.
c) Investigate the games design process including holistic systhesis and prototyping of games.
Module Learning Strategies
- The student will work with the module leader to identify a relevant topic / issue to base their project
- The topic will be carefully scoped in conjunction with the module leader and supervisor
- The student will need to find similar works to identify how the project will proceed
- It will be required that students identify and effectively reference the work of others
- The project will be developed and reviewed as it progresses between the supervisor and student
Module Texts
The following texts are recommended as background reading
B. Bates, Game Design: the Art and Business of Creating Games, Prima Tech, 2001.
A. Watt, F. Policarpo, 3D Games: Animation and Advanced Real-Time Rendering, Volume 2, Addison-Wesley, 2003.
A. Watt, F. Policarpo, 3D Games: Real-Time Rendering and Software Technology, Volume 1, Addison-Wesley, 2001.
A. LaMothe, Tricks of the Windows Game Programming Gurus, 2nd Ed., SAMS, 2002.
A. Watt, 3D Computer Graphics, 3rd Ed., Addison-Wesley, 2000.
Selected magazine articles / journal papers will be recommended for reading at appropriate stages in the module
Module Resources
A personal computer or similar, a suitable programming / authoring environment, a console game development kit, a 3D modelling application, an API or middleware suitable for game programming.
Module Special Admissions Requirements
None.