Module Catalogues, Xi'an Jiaotong-Liverpool University   
Module Code: CSE310
Module Title: Principles of Computer Games Design
Module Level: Level 3
Module Credits: 5.00
Academic Year: 2017/18
Semester: SEM2
Originating Department: Computer Science and Software Engineering
Pre-requisites: N/A
To introduce the main design and implementation issues surrounding computer games, including game play, game physics, game artificial intelligence, and content generation. To provide practical experience of software engineering techniques associated with computer games.
Learning outcomes 
At the end of the module, the students should have:

A. An understanding and appreciation of different design issues related to computer games development: principles of game design and play; game structure; and game engines;

B. The ability to analyze and evaluate the design and development of computer games;

C. The ability to implement a game of using an existing game engine in a team-based environment; and

D. An awareness of professional and ethical issues in video games and the gaming industry.

Method of teaching and learning 
The delivery of material will be through a combination of lectures and tutorials/lab sessions. Regular tutorial and lab activities will focus on practical applications of issues and theories discussed in the lectures.

Continuous Assessment (55%) will take the form of individual assignments (25%) and a group project (30%). The assessments will be used to test to what extent practical skills have been learnt. In particular, assessment tasks will be solved using sound software engineering techniques of the given problems expressed in terms of a requirements statement.

A written examination (45%) at the end of the module will be used to assess the comprehension and application of the material taught.

1. Introduction: Evolution of computer-based video games (2 lectures)

2. Game development teams, processes, and management (2 lectures)

3. Principles of game design, game play, and balance (4 lectures)

4. Game genres and genre-specific design issues (4 lectures)

5. Implementation issues discussed from different perspectives including: computer graphics, artificial intelligence, physics, math, networking, software engineering, and so on (8 lectures)

6. Game engines: Introduction, programming video, programming audio, programming user controls (4 lectures)

7. Ethical issues in video games and the gaming industry (1 lecture)

8. The future of gaming (1 lecture)
Delivery Hours  
Lectures Seminars Tutorials Lab/Prcaticals Fieldwork / Placement Other(Private study) Total
Hours/Semester 26       13    111  150 


Sequence Method % of Final Mark
1 Individual Assignment 10.00
2 Group Project (Component A) 15.00
3 Group Project (Component B) 15.00
4 Individual Assignment 15.00
5 Final Exam 45.00

Module Catalogue generated from SITS CUT-OFF: 10/22/2017 9:23:30 PM