Module Specification

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.
1. Module Title Principles of Computer Games Design and Implementation
2. Module Code COMP222
3. Year Session 2023-24
4. Originating Department Computer Science
5. Faculty Fac of Science & Engineering
6. Semester Second Semester
7. CATS Level Level 5 FHEQ
8. CATS Value 15
9. Member of staff with responsibility for the module
Dr A McCabe Liverpool Shared Research Facilities A.Mccabe@liverpool.ac.uk
10. Module Moderator
11. Other Contributing Departments  
12. Other Staff Teaching on this Module
Mrs J Birtall School of Electrical Engineering, Electronics and Computer Science Judith.Birtall@liverpool.ac.uk
13. Board of Studies
14. Mode of Delivery
15. Location Main Liverpool City Campus
    Lectures Seminars Tutorials Lab Practicals Fieldwork Placement Other TOTAL
16. Study Hours 30

    10

    40
17.

Private Study

110
18.

TOTAL HOURS

150
 
    Lectures Seminars Tutorials Lab Practicals Fieldwork Placement Other
19. Timetable (if known)            
 
20. Pre-requisites before taking this module (other modules and/or general educational/academic requirements):

COMP122 Object-Oriented Programming; COMP111 Introduction to Artificial Intelligence
21. Modules for which this module is a pre-requisite:

 
22. Co-requisite modules:

 
23. Linked Modules:

 
24. Programme(s) (including Year of Study) to which this module is available on a mandatory basis:

25. Programme(s) (including Year of Study) to which this module is available on a required basis:

26. Programme(s) (including Year of Study) to which this module is available on an optional basis:

27. 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.

 
28. 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

 
29. Teaching and Learning Strategies
 

Teaching Method 1 - Lecture
Description:
Attendance Recorded: Yes

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

(c) Standard on-campus delivery
Teaching Method 1 - Lecture
Description: Mix of on-campus/on-line synchronous/asynchronous sessions
Teaching Method 2 - Laboratory Work
Description: On-campus synchronous sessions

 
30. 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)

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

Assessment

32. EXAM Duration Timing
(Semester)
% of
final
mark
Resit/resubmission
opportunity
Penalty for late
submission
Notes
  (222) 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 70
33. CONTINUOUS Duration Timing
(Semester)
% of
final
mark
Resit/resubmission
opportunity
Penalty for late
submission
Notes
  (222.1) 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 0 15
  (222.2) 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 0 15