COURSE IN DEPTH
Year One
In order to complete this course a student must successfully complete all the following CORE modules (totalling 120 credits):
2D Game Programming
20 credits
This module will introduce you to the basic principles behind programming for example language syntax, structure of a computer program, development of algorithms and use of object oriented programming. You will use an appropriate professional game engine in order to develop your skills in 2D game development.
3D Game Programming
20 credits
This module will complement and build upon the programming skills that you learnt in CMP4264 2D Game Programming. This time you will focus on learning the principles behind programming and developing a simple 3D computer game using a professional game engine. You will explore working with 3D scenes and cameras; implementing a range of media assets for example 3D models, meshes, 3D animations as well as sound and audio.
Data Structures and Algorithms
20 credits
This module will equip you with the necessary background knowledge about common data structures and algorithms. It will develop your skills for writing them, and analysing their efficiency and correctness. You will cover topics such as how computers represent and operate on arrays, lists, sets, queues, stacks, graphs and networks, as well as how to write and analyse algorithms.
Modelling
20 credits
This module provides students with the technical skills and experience to produce 3D models and turntable renders for use in visual effects.The skills developed in this module will inform and underpin the use of 3D models throughout the rest of your course.
The module aims to develop your modelling skills to a highly competent standard, developing your knowledge of the fundamentals of 3D modelling as well as providing you with experience of using industry-standard modelling tools. By the end of the module you will be able to approach modelling productions by drawing on a suite of 3D modelling methods and tools. The module will also provide an overview of how 3D assets are used in a variety of industries.
Game Asset Pipeline
20 credits
As modern game development moves toward creating richer, more detailed worlds than ever before, so do the demands on the systems for managing and processing the vast quantities of digital resources used in these worlds. This module will interrogate the problems and potential solutions that can be employed to tackle these issues. In this module, we'll analyse the game asset pipeline.
The asset pipeline, simply put, is the steps it takes to get a game asset into the game. Students will use a game engine to develop their own 3D game, managing assets for the game accordingly. This unit covers the set of techniques and concepts related to the creation of a modern computer game using industry-standard middleware. You will be introduced to game programming skills related to asset management (pre-production, production and integration). We will also cover plugin tools designed to facilitate export from art creation tools and their import into middleware. Often bespoke solutions are required and programmers have to create their own tools from scratch (known as Tools Programmers), this module introduces the premises that are required for most games.
Professional Practice for Game Development
20 credits
This module will help you to develop important academic and professional skills. Team work, project and time management, as well as research, verbal and written communication skills are core skills that a graduate will need to demonstrate. In order to help you develop these types of skills the module will be delivered using a problem based learning approach.
Year Two
In order to complete this course a student must successfully complete all the following CORE modules (totalling 120 credits):
Collaborative Practice
20 credits
The module is an opportunity to learn and critically reflect on the skills of collaboration by enabling you to create an interdisciplinary project with students from complementary disciplines, or with academic staff. Collaboration is a vital employability skill within the Creative Industries and this module allows you to develop these skills, making use of University facilities and with the support of academic staff.
Game Studio Production
20 credits
This module adopts a problem-based learning strategy. You will be assigned to project teams where you will work on developing a game together. Previous examples of this type of work have been submission of games to Microsoft’s international student competition, the Imagine Cup as well as working on ideas provided by industry. In your teams you will work with the tutors to guide the development of your ideas. The teams will then work with an appropriate 3D game engine in order to implement it. The emphasis of the module is for you to experience a work-based environment where teamwork, project and time management are essential skills for successful completion of a project which is a valuable skill for future employment.
Computer Graphics
20 credits
Computer graphics is a sub-field of computer science which studies methods for digitally synthesising and manipulating visual content. Although the term often refers to the study of three-dimensional computer graphics, it also encompasses two-dimensional graphics and image processing.
Computer graphics is responsible for displaying art and image data effectively and meaningfully to a user. It is also used for processing image data received from the physical world. Computer graphics development has had a significant impact on many types of media and has revolutionised animation, movies, advertising, video games, and graphic design in general.
Web Game Development
20 credits
You will learn about the document object model and how you can dynamically manipulate it with JavaScript to create interactive games for the Web. You will consider accessibility and usability issues, and how you can overcome them. You will learn about website deployment and how you can use it to make your websites accessible to other people. The module will also enable you to present your game online in the form of a website for use in your portfolio.
C++ Programming for Games
20 credits
This module focuses on C++ programming, helping you to develop your skills in the use of an object-oriented programming language and to learn how to debug, optimise and test C++ programs. The learning and teaching strategy is centred on lab sessions where tutors provide advice, guidance and formative evaluation.
Game Engine Architecture
20 credits
This module will build on the principles taught in the level 4 module 3D Game Programming. It will focus on 3D game engine functionality and how they manage and work with3D objects, worlds and spaces. The programme aims to emphasise the important technical skills associated with making computer games where this module enhances knowledge of game engine concepts and programming skills with a game engine in a number of different contexts such as high-specification and low-specification PCs and converting (porting) source code to other operating systems.
Year Three
In order to complete this course a student must successfully complete all the following CORE modules (totalling 120 credits):
Individual Project
40 credits
The purpose of the module is to enable you to undertake a sustained, in-depth and research-informed project exploring an area that is of personal interest to you. In agreement with your supervisor, you will decide upon your topic which will take the form of a practical outcome (artefact) with accompanying contextual material. The main consideration when choosing your topic is that it must be aligned to the programme you are studying, and you should consider the relevance of this topic to your future academic or professional development.
At this level, you will be expected to work independently but you will receive additional one-to-one support from your supervisor, who will be familiar with your chosen topic area. As you progress on the module, extra support will be available and this may take the form of group seminars, workshops and online materials that will help to develop your project.
Artificial Intelligence for Games
20 credits
Artificial intelligence is concerned with the goal of building intelligent computing machines. It is multidisciplinary and as such spans several other subjects, such as computer science (of which it is often viewed to be part), robotics, economic behaviour, psychology. AI techniques are also employed in the rapidly expanding field of predictive analytics in data mining. A good grasp of mathematical reasoning and logic is important therefore, and the study of the topics presented here will help further develop these skills.
Mobile Game Development
20 credits
The module will provide students with a theoretical foundation underpinning the design and development of mobile games in combination with practical elements for the implementation of mobile games on mobile platforms (such as iOS). Furthermore, this module will provide students with an insight into the practices of the mobile gaming sector, in particular issues relating to their publishing, marketing and commercialisation.
Console Game Development
20 credits
The games console industry is a very lucrative market appealing to consumers of all ages and backgrounds. Game consoles are still one of most important ways of publishing AAA game titles. In recent years, AAA game studios no longer exclusively use commercial game engines with many vendors keen that students get the opportunity to work with them too. This module will provide you with the opportunity to explore how to develop games for consoles working with industry standard technology.
Game Audio
20 credits
The Game industry has overtaken the film industry in terms of revenue and audio is an integral part of developing high impact titles. In this module, you will explore the fundamentals of sound design for interactive environments, including sound effects, Foley sound, soundscapes and dialogue. The module will cover the integration of audio into game engines like Unity and middleware such as FMOD, and mixing techniques particular to the gaming industry.
Year Four
In order to complete this course a student must successfully complete all the following CORE modules (totalling 120 credits):
Real Time Graphics Programming
20 credits
This module will build on the knowledge and skills taught in Programming for Game Engines and Game Development using Console. It will focus on learning how to programme 3D graphics using an industry standard API such as DirectX, OpenGL or Vulkan in order to implement a 3D graphics/game scene. This module aligns with the programme’s philosophy of developing a wider appreciation of how game technologies can be applied in many different disciplines by covering the fundamental principles behind 3D graphics programming.
Emerging Technologies
20 credits
Technology evolves at a rapid pace and as a result its scope for application to applied games research and commercial practice expands too. Examples include the emergence of virtual and augmented reality, neuro-gaming, embodied conversational agents as well as affective computing & gaming. It is difficult to predict future trends therefore this module will be based upon investigative practice. You will work with tutors and peers to identify an emerging research area in games technology. You will investigate how this technology can be used and subsequently implement a minimum viable product to dem onstrate your ‘proof-of-concept’.
Network Game Programming
20 credits
This module builds on the concepts taught in Quality of Service in Network Environments. It addresses the use of network technology and models in games design to enhance game play in the form of a networked game. This is a practical-based module where you will get ‘hands-on’ experience of network game programming, including low-level network programming and networking middleware, such as RakNet, to implement multi-player game features such as managing teams, message passing, lobbies, synchronising game data, voice data, peer-to-peer vs. client/server, managing connections and dealing with NAT, network games in IPv4 and IPv6 environments, etc. It also considers the impact of network games on the network and covers analysing network game load and issues of scalability. Being programming based this module also enhances your transferable skills to other computing and software engineering disciplines: you develop confidence in gaining important technical skills and become an independent problem solver willing to take on new challenges and experiences.
Group Masters Project
60 credits
The purpose of the module is to enable you to undertake a sustained, in-depth and research-informed group project exploring an area that is of personal interest to you. In agreement with your supervisor, your group will decide upon your topic which will take the form of a practical outcome (artefact) with accompanying contextual material. The main consideration when choosing your group’s topic is that it must be aligned to the programme you are studying, and you should consider the relevance of this topic to your future academic or professional development.
You will be expected to work as part of a group but you will receive additional support from your supervisor, who will be familiar with your groups chosen topic area. As you progress on the module, extra support will be available and this may take the form of group seminars, workshops and online materials that will help to develop your project.