Teaching Responsibility

LJMU Schools involved in Delivery:

Computer Science and Mathematics

Learning Methods

Workshop

Module Offerings

6205COMP-SEP-CTY

Aims

To compare and contrast architectural approaches to building a game engine architecture. To compare and contrast Narratology vs Ludology approaches to game specification. To gain an understanding and implementation experience of advanced game programming methods and techniques, especially in terms of game engines and 3D graphics. To understand how game engine design and architectures can be applied to the Games Software Development Lifecycle to formulate, plan and manage the development of a Vertical Slice Prototype.

Learning Outcomes

1.
Formulate Technical and Game Design Specifications using Ludology for Mechanics, Challenges and Internal Economies.
2.
Synthesize the technical design into a Vertical Slice Prototype using the modular architecture and associated toolset of a modern game’s engine.
3.
Employ Agile Software Development methodologies to realise the prototype game software.
4.
Evaluate the fundamental techniques of a specific games’ domain and their application to a complex mechanic using appropriate game engine modules.

Module Content

Outline Syllabus:Structures of Modern Game Engines Games Development Ecosystem Implementation of Core Game Loop and Graphics Pipeline into a Game Engine Agile Development and Reuse Oriented Development Ludology vs Narratology Ludic Games Development Principles Agile Development Approaches and Functional Specification Techniques Technical Design Documentation and associated UML and CASE Tools Data-Driven Games Development Asset Conditioning and Data Integration Runtime vs Offline Processing and Associated Toolsets Advanced Object-Oriented Design Concepts Advanced Industry Standard Language concepts for Games Programming Low-level game hardware architectures. Hardware-focused programming techniques. Game Object Model Frameworks and Related Language Constructs Emergent vs Scripted Behaviours. Scripting for Gameplay and Game Object Models Collisions, Materials, Interaction Models. Fundamentals of Non-Playable Character interactions. Animation and Kinematic Motion in Games. Testing, Debugging and Profiling a Games Engine. Spatial Design of Game Levels via Meshing and Constructive Solid Geometry Logical Design of Game Levels CPU->GPU Architectural Concerns and CPU->GPU Data Exchange Key Data Exchange (e.g. Transforms and Scene Information) Optimisation Techniques
Module Overview:
This module will cover the software engineering principles used to implement a full-scale game engine in order to build complex, large-scale 3D games (commonly termed Triple-A games in the games industry). You will focus on the core modules of a modern engine, as well as its gameplay framework, alongside the game play foundations of the games which are built on top of the engine.
Additional Information:This module will cover the software engineering principles used to implement a full-scale game engine in order to build complex, large-scale 3D games (commonly termed Triple-A games in the games industry). We will focus on the core modules of a modern engine, as well as its gameplay framework. We will explore the game play foundations of the games which are built on top the engine. We will look at various architectural design strategies and provide in-depth coverage of various core modules within a game engine and how they relate to the other domain of study computer games development students have covered. This involves studying advanced programming techniques, use of Scripting Languages and Engine Toolsets and practically applying them in order to construct an advanced 3D game on top of a game engine. Students will apply the concepts of Ludology and formal software specification, to design, develop and deploy a Vertical Slice prototype to a modern gaming platform via a Triple-A (AAA) games engine.

Assessments

Report