CS276-15 Principles of Video Game Development
Introductory description
The video game industry is now larger than the film and music industries combined, and there are over 3 billion gamers worldwide. Video games serve as a source of artistic and creative expression for developers and players alike.
In this module, students can gain a well-founded appreciation for what goes into making a video game, from ideation and creative computing through to systems design and marketing. They will have the opportunity to learn about industry roles and, through assessed work, design their own video games from beginning to end.
This module is available to second-year students with whose home department is Computer Science only. Availability is limited and first-come-first-served according to a pre-registration process to be undertaken before the end of the previous academic year.
Module aims
Students will learn the fundamentals of designing and developing video games from the ground up. This includes a full view of the component parts of video game development, such as: design and ideation; the use of digital assets (graphics, audio, text); engineering concerns and system design and architecture; the psychology of play; and selected topics in human-computer interaction.
Outline syllabus
This is an indicative module outline only to give an indication of the sort of topics that may be covered. Actual sessions held may differ.
Topics covered in this module may include: algorithmic techniques for video games (applications of AI; procedural generation); the psychology of play ("game feel"); video game engineering (the entity-component-system architecture); human-computer interaction as applied to games (incl. inclusive and accessible computing); the video game development life cycle (ideation; rapid prototyping; publishing); and the use of game development frameworks.
Learning outcomes
By the end of the module, students should be able to:
- Understand the professional roles that comprise the field of video game development
- Explain the fundamental concepts behind games, and how they interrelate to create engaging player experiences
- Use modern development techniques to prototype and iterate on game ideas
- Apply domain-specific engineering and architectural principles to the video game development
- Design and develop original video games from end to end
- Apply critical evaluation techniques to link the theory of games to practical implementations
- Create innovative experiences founded on solid theoretical and practical design principles
Indicative reading list
Video Game Design: Principles and Practices from the Ground Up, M, Salmond, 2016. Bloomsbury.
Game Programming Patterns, R. Nystrom, 2014. Genever Benning. Available online: https://gameprogrammingpatterns.com/
Studying Videogames, J. McDougall and W. O'Brien, 2008. Oxford University Press.
Spelunky, D. Yu, 2016. Boss Fight Books [Independent.].
Subject specific skills
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Technical design and application of software engineering principles
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Algorithmic thinking
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Rapid prototyping
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Creative computing
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Use of video-game development frameworks
Transferable skills
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Critical analysis and evaluation
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Design thinking
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Project management
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Working in a team
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Technical writing
Study time
Type | Required |
---|---|
Lectures | 20 sessions of 1 hour (13%) |
Supervised practical classes | 20 sessions of 1 hour (13%) |
Private study | 70 hours (47%) |
Assessment | 40 hours (27%) |
Total | 150 hours |
Private study description
Completion of assessment components; reading of recommended texts to complement lectures
Costs
No further costs have been identified for this module.
You do not need to pass all assessment components to pass the module.
Assessment group A
Weighting | Study time | Eligible for self-certification | |
---|---|---|---|
Prototype and Game Design Document | 30% | 10 hours | No |
The development of a small prototype of a video game idea according to a set brief given at the beginning of the module. This is to be accompanied by a Game Design Document outlining the intentions for the game, and linking the design to concepts seen in lectures. This is to be completed in small groups to be determined at the beginning of the module. (The given word count covers the game design document only.) |
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Video Game | 70% | 30 hours | No |
Groups will work together to design a complete video game according to a given theme and set of criteria. The assessment also requires an individual report from each student evaluating the submitted game according to key evaluation criteria seen in lectures, and relating aspects of the implementation to the critical theory of games. (The listed word count covers the individual report only.) |
Assessment group R
Weighting | Study time | Eligible for self-certification | |
---|---|---|---|
Video Game | 100% | No | |
The student will create a small video game project according to a set brief, which will differ from the original assessment brief. The assessment will also require a report evaluating the submission according to key evaluation criteria seen in lectures, and relating aspects of the implementation to the critical theory of games. A prototype and Game Design Document are not required for reassessment. (The listed word count covers the individual report only.) |
Feedback on assessment
Written group and individual feedback where appropriate.
Courses
This module is Optional for:
- Year 2 of UCSA-G504 MEng Computer Science (with intercalated year)
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UCSA-G500 Undergraduate Computer Science
- Year 2 of G500 Computer Science
- Year 2 of G500 Computer Science
- Year 2 of G500 Computer Science
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UCSA-G502 Undergraduate Computer Science (with Intercalated Year)
- Year 2 of G502 Computer Science with Intercalated Year
- Year 2 of G502 Computer Science with Intercalated Year
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UCSA-G503 Undergraduate Computer Science MEng
- Year 2 of G500 Computer Science
- Year 2 of G503 Computer Science MEng
- Year 2 of G503 Computer Science MEng
- Year 2 of UCSA-G406 Undergraduate Computer Systems Engineering
- Year 2 of UCSA-G408 Undergraduate Computer Systems Engineering
- Year 2 of UCSA-G407 Undergraduate Computer Systems Engineering (with Intercalated Year)
- Year 2 of UCSA-G409 Undergraduate Computer Systems Engineering (with Intercalated Year)
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UCSA-G4G1 Undergraduate Discrete Mathematics
- Year 2 of G4G1 Discrete Mathematics
- Year 2 of G4G1 Discrete Mathematics
- Year 2 of UCSA-G4G3 Undergraduate Discrete Mathematics
- Year 2 of UCSA-G4G4 Undergraduate Discrete Mathematics (with Intercalated Year)
- Year 2 of UCSA-G4G2 Undergraduate Discrete Mathematics with Intercalated Year