Module Details

The information contained in this module specification was correct at the time of publication but may be subject to change, either during the session because of unforeseen circumstances, or following review of the module at the end of the session. Queries about the module should be directed to the member of staff with responsibility for the module.
Title PRINCIPLES OF COMPUTER GAMES DESIGN AND IMPLEMENTATION
Code COMP222
Coordinator Dr K Tsakalidis
Computer Science
K.Tsakalidis@liverpool.ac.uk
Year CATS Level Semester CATS Value
Session 2019-20 Level 5 FHEQ Second Semester 15

Aims

1. To introduce the main issues surrounding the computer games architecture.
2. To introduce the fundamental concepts underpinning computer games development (game physics, game artificial intelligence, content generation).
3. To provide practical experience of software engineering associated with computer games.


Learning Outcomes

(LO1) Have an understanding of different design issues related to computer games development: game structure, game engine, physics engine;

(LO2) Have an appreciation of the fundamental concepts associated with game development: game physics, game artificial intelligence, content generation;

(LO3) Have the ability to implement a simple game using an existing game engine.

(S1) Problem solving

(S2) Application of numeracy

(S3) Application of information technology tools


Syllabus

 

Computer Game Architecture

Introduction (2 lectures)
-History of computer and video games
-Game genres
Game Structure basics (1 lecture)
Game engines (4 lectures)
-Introduction
-Programming video
-Programming audio
-Programming user controls

Game Physics

3D Maths (2 lectures)
Collision detection and collision response (3 lectures)
Tracking and shooting (1 lecture)
Spatial data structures (2 lectures)
-Octrees, KD-Trees, BSP Trees, Spacial hashing Physics engines (1 lecture)

Game Artificial Intelligence

Decision making (3 lectures)
-Playing board games: turn-based games; chance games
-Event driven AI
Game agents (6 lectures)
-FSM and reactive architectures
-Sensing
-Reactive planning and rule systems
-Machine learning
-Group behaviour.  Agent coalition. Flocking
Navigation and pathfinding (2 lectures)
Artificial stupidity

Content genera tion

Levels, Mazes, Quests (2 lectures)


Teaching and Learning Strategies

Teaching Method 1 - Lecture
Description:
Attendance Recorded: Yes

Teaching Method 2 - Laboratory Work
Description:
Attendance Recorded: No


Teaching Schedule

  Lectures Seminars Tutorials Lab Practicals Fieldwork Placement Other TOTAL
Study Hours 30

    10

    40
Timetable (if known)              
Private Study 110
TOTAL HOURS 150

Assessment

EXAM Duration Timing
(Semester)
% of
final
mark
Resit/resubmission
opportunity
Penalty for late
submission
Notes
Written Exam There is a resit opportunity. Standard UoL penalty applies for late submission. This is an anonymous assessment. Assessment Schedule (When) :Semester 2  120 minutes.    80       
CONTINUOUS Duration Timing
(Semester)
% of
final
mark
Resit/resubmission
opportunity
Penalty for late
submission
Notes
Assessment 1 There is a resit opportunity. Standard UoL penalty applies for late submission. This is not an anonymous assessment. Assessment Schedule (When) :2nd semester  24 hours for all CAs    10       
Assessment 2 There is a resit opportunity. Standard UoL penalty applies for late submission. This is not an anonymous assessment. Assessment Schedule (When) :2nd semester  24 hours for all CAs    10       

Recommended Texts

Reading lists are managed at readinglists.liverpool.ac.uk. Click here to access the reading lists for this module.