Module Title:Software Engineering for Games 1
Language of Instruction:English
Credits: 10
NFQ Level:6
Module Delivered In 1 programme(s)
Teaching & Learning Strategies: Lectures, tutorials and practicals on specific techniques, continuous assessment, final exam;
Module Aim: To equip the learners with the ability to employ object oriented design and methodologies within a software process as used in the games industry.
Learning Outcomes
On successful completion of this module the learner should be able to:
LO1 Apply a suitable software development process.
LO2 Use tools for software development within an agile context.
LO3 Employ object oriented software engineering principles, concepts and techniques on new and existing projects.
LO4 Produce object oriented design documents.
Pre-requisite learning
Module Recommendations

This is prior learning (or a practical skill) that is recommended before enrolment in this module.

No recommendations listed
Incompatible Modules
These are modules which have learning outcomes that are too similar to the learning outcomes of this module.
No incompatible modules listed
Co-requisite Modules
No Co-requisite modules listed
Requirements
This is prior learning (or a practical skill) that is mandatory before enrolment in this module is allowed.
No requirements listed
 

Module Content & Assessment

Indicative Content
Object Oriented Software Engineering for Games Development
Need for, issues, software development process models, evolutionary software development (e.g. the Unified Process), agility, modern object oriented concepts (e.g. interfaces)
Software Requirements Analysis
Analysis modeling (e.g. vision document, use cases, supplementary specification), object oriented domain modeling, notations (e.g. UML) and tools
Software Design
Object oriented design concepts and principles, logical architecture, fundamental design patterns, notations (e.g. UML) and tools
Coding
Code generation from design
Advanced Design Patterns:
GoF patterns, MVC pattern
Assessment Breakdown%
Continuous Assessment20.00%
Project20.00%
End of Module Formal Examination60.00%
Continuous Assessment
Assessment Type Assessment Description Outcome addressed % of total Assessment Date
Examination Class test 3 5.00 Week 7
Case Studies Active participation 1,2,3,4 5.00 n/a
Case Studies Development of an individual Object Oriented Analysis and Design for a simple game in two iterations lasting 12 weeks 1,2,3,4 10.00 Week 9
Project
Assessment Type Assessment Description Outcome addressed % of total Assessment Date
Project Full time joint project for 3 weeks combined with the other modules during which the students have to produce the artefacts relevant to the development of a game in group. 1,2,3,4 20.00 Week 22
No Practical
End of Module Formal Examination
Assessment Type Assessment Description Outcome addressed % of total Assessment Date
Formal Exam No Description 1,3,4 60.00 End-of-Semester

ITCarlow reserves the right to alter the nature and timings of assessment

 

Module Workload

Workload: Full Time
Workload Type Frequency Average Weekly Learner Workload
Lecture 30 Weeks per Stage 2.00
Laboratory 30 Weeks per Stage 1.00
Estimated Learner Hours 30 Weeks per Stage 3.00
Tutorial 30 Weeks per Stage 1.00
Total Hours 210.00
 

Module Delivered In

Programme Code Programme Semester Delivery
CW_KCCGD_B Bachelor of Science (Honours) in Computer Games Development 2 Mandatory