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Parent Programme
Bachelor of Science in Computing (Level 7 NFQ)
MODULE NFQ
Level 7
MODULE CREDIT UNITS
ECTS: 10
MODULE TITLE
Games Design
Reference Code: M3.6
STAGE
Year 3
Fall Semester 1
2.40 Hours per week

Game Design Module

Computer Game Design Theory

  • Game Structure types
  • Platform Specific design
  • Replicating Reality – Real world to game world
  •  Scripting and storytelling in games
  • Cut scenes and narrative
  • Motivation and Objectives of Game Play
  • Players Roles
  • Difficulty Curves

The Computer Game Design Process

  • Starting the design process (paper to digital prototyping)
  • Design inspirations
  • Game Concept
  • Character Concepts
  • Environment Concept
  • Detailed design specifications
  • Level Design – modular design for games
  • Lighting
  • UI/UX design
  • Types of user interfaces
  • HCI innovation – VR, AR,

Design Production

  • The Production Process
  • Production realities
  • Tools of the trade
  • 3D asset creation
  • Animation: Creating animated elements, implementing via script
  • Scripting – Core game mechanics, AI,
  • Prototyping & Playtesting
  • Pitching Ideas
  • Game Physics
  • Sound Design

Introduction to Game Programming Concepts

  • The game loop
  • Handling user input
  • Collision detection
  • Events and triggers
  • Models and animation
  • Non-player characters
  • Sound and effects
  • Level design
  • Engaging the user
  • Emergent gameplay

Programming for the Games Engine

  • Scripting
  • Events and triggers
  • Creating new entities and properties
  • Creating methods and events
  • Deployment
  • Level design

Minimum Intended Learning Outcomes (MIMLOs)

Upon successful completion of this module, the learner should be able to:
LO1
Conceptualise and develop ideas for computer games.
LO2
Appraise phases in game development from prototyping to a final artefact.
LO3
Use life drawing, technical drawing and rendering techniques to develop characters, backgrounds and stories.
LO4
Evaluate different approaches to games design, level design and engagement.
LO5
Define the structure of a games engine and core game mechanics principles.
LO6
Utilise knowledge acquired to create a functioning computer game.

Assessment

MIMLOs
Assessment
Percentage
1-4
Assignment (project)
50%
1-6
Assignment (project)
50%

Reassessment Opportunity

Where the combined marks of the assessment and examination do not reach the pass mark the learner will be required to repeat the element of assessment that they failed.

Reassessment materials will be published on Moodle after the Examination Board and will be aligned to the MIMLOs and learners will be capped at 40% unless there are personal mitigating circumstances.

Aims & Objectives

This aim of this module is to equip learners with an in-depth knowledge of the ideas behind web, games and other applications and user engagement.   It focuses on the design and development of digital games using a standard games development environment and introduces the learner to the issues and methodologies behind the rules and play of games.

This module will ensure learners meet the following objectives:

  • Understand the fundamental ideas behind the design of web, games and other applications.
  • Create a computer game implementing design theory, design process and design production to a commercial standard.
  • Construct user experiences using rule design, play mechanics, game balancing, and the integration of visual, audio and textual elements into the game.
  • Understand the iterative nature of the design methodology, games documentation and play testing.
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