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ITB7337 – Games Programming for 2D and 3D

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Module code
ITB7337
Module title
Games Programming for 2D and 3D
Prescription
The purpose of this module is to provide students with an understanding of the supporting theories for good game design. This is achieved through the study of games development from the cognitive perception of the player. Theories are then applied to the art and science of computer games programming.
NZQA Level
Level 7
NZQA Credits
15
Delivery method
  • Web-Enhanced
Learning hours
Total learning hours
150
Resources required
Learning Outcomes
1. Discuss, examine and apply the art and science of games development in a commercial
environment
1.1 Analyze and contrast gaming theory from the perspective of the player
1.1.1 Game genres and philosophies
1.1.2 Engagement concepts, techniques, and cognitive strategies
1.1.3 Discussion and analysis of gaming features (for example HUD's, cinematography,
animation, character designs, and game play)
1.2 Examine the rationale of successful games
1.3 Examine the game development process
1.4 Investigate Artificial Intelligence (AI) methods applied in gaming
1.5 Analyze and contrast games development between conventional methods and toolkits
1.6 Investigation into existing and emerging developments in gaming

2.Implement games directed software in a 2D environment
2.1 Apply gaming theory and the game development process
2.2 Implement games development documentation procedures and processes
2.3 Develop animated graphics
2.4 Implement and apply HUD designs for 2D gaming
2.5 Implement AI methods
2.6 Design and construct interactive games

3. Implement games directed software in a 3D environment using a commercial toolkit
3.1 Apply gaming theory and the game development process
3.2 Implement games development documentation procedures and processes
3.3 Implement 3D environments and animated graphics using appropriate libraries, features
and resources from the toolkit
3.4 Implement AI methods using toolkit features
3.5 Design and construct interactive games

4. Design, build and deploy games for the real-time gaming environment
4.1 Use game libraries and game engines to support games implementations.
4.2 Apply testing procedures for game compliancy
4.3 Deploy games on a chosen platform(s) (for example, PC, game based platform, or Mobile)
Content
- Game genres include RPG, RTS/TBS, Fighting, Educational, Simulation, Puzzle, HOG,
MMO, and Hybrid
- Discuss gaming philosophies such as 'Cognitive Flow' for player engagement
- Successful games or gaming would consolidate player perspectives
- The game development process would cover
- Game design methodologies such as Prototyping, Agile, SDLC, RAD or any known game
design method
- Game design documentation including the concept of 'living documents'
- Team dynamics
- AI methods used in 2D and 3D gaming such as Collision Detection, Path Finding, Dynamic
Game Difficulty Balancing, FSM and the Utility theory
- Investigation into existing and emerging developments in gaming would involve mobile
gaming, CHI devices and technology, gaming hardware, or immerging gaming genres
- Implementation of a 2D game includes a programming language or IDE that supports gaming
(example would be XNA). The emphasis would focus on programming as a core and use
the libraries or game engines provided. Supporting software such as GIMP, Adobe or any
graphic imaging package should be used in conjunction with the programming environment.
Implementations should apply gaming theory and AI techniques.
- Implementation of a 3D game environment should use a toolkit which supports 3D game
development (examples are UDK or Unity). The emphasis would focus on rapid
development using a 3D toolkit. Implementations should apply gaming theory and AI
techniques.
- Game based platforms can include but not limited to are XBOX, Sony PlayStation or Mobile
Device
Teaching and Learning Strategy
Teaching methods will involve theoretical and practical classes which may include, but are not limited to lectures, tutorials, computer laboratory work, group activities and assignments.
Learning and Teaching Resource
Green, R., Zechner, M,. (2012), Beginning Android Games (2nd ed.)
Reed A., (2010), Learning XNA 4.0
Novak, J., (2012), Game Development Essentials: An Introduction
Graham, D., McShaffry, M., (2013), Game Coding Complete (4th ed)

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