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: 2019/20
Semester: SEM2/SEM2
Originating Department: Computer Science and Software Engineering
Pre-requisites: N/A
The main aim of this module is to introduce the main design and implementation issues surrounding computer games, including gameplay, game physics, and content generation. It also aims to provide practical experience of developing a game using a game engine.
Learning outcomes 
A. have developed an understanding and appreciation of different design issues related to computer games development including: principles of game design and play; game structure; and game engines;

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

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

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

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

The continuous assessment component (55%) will take the form of two individual assignments (10%+15%) and a group project (30%). The assignments will be used to test to what extent practical skills have been learnt. The two individual assignments are to allow students to demonstrate their understanding of design principles of computer games. The group project is to allow students to put into practice their understanding of these principles and also to learn to use a game engine to develop a functional game designed by them.

A written examination (45%) at the end of the module will be used to assess the comprehension and application of the materials 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 25.00
2 Group Project (Component A) 15.00
3 Group Project (Component B) 15.00
4 Individual Assignment 45.00
1 Individual Assignment 25.00
2 Group Project (Component A) 15.00
3 Group Project (Component B) 15.00
4 Individual Assignment 45.00

Module Catalogue generated from SITS CUT-OFF: 5/30/2020 3:34:01 AM