Module Title:Gameplay Programming I
Language of Instruction:English
Credits: 10
NFQ Level:6
Module Delivered In 1 programme(s)
Module Aim: Introduce learners to the skill of gameplay programming for specific genres. Students will understand how to program 2D games. Students will learn how to program entertaining interactions and understand the formation of harmony through actions and feedback through visuals, haptics, reactions, events and sound. The focus will be the creation of titles with engaging playability.
Learning Outcomes
On successful completion of this module the learner should be able to:
LO1 Understand the domain of programming applied to games development
LO2 Problem solving techniques applied to gameplay programming and appreciation of the game engine solutions
LO3 Interpretation and construction of algorithms to solve problems the implement sub-systems within a game title
LO4 Programming games that respond to gamer input for specific genres
LO5 Apply trigonometry, vectors and matrices within a game title
LO6 Implement physics simulations for gravity, forces, acceleration, velocity and time
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
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
Architecture of common game engines
Game engine technology and graphic api's
Mathematics for Graphics
Implementation of coordinate geometry, trigonometry and the unit circle. Vector and matrix operations applied to Game Objects. Implementation of Game Object Physics.
Drawing Primitives
Drawing primitives including lines, ellipses, boxes, sprites and application of color
Gamer Input
Handling user input from keyboard, mouse, game controllers, motion control, multi-touch haptic input and gesture based systems
Identification of appropriate game control, expression of gameplay goals, events, responses to gamer actions, responses to systems events, implementation of game rules and refinement of game balance
Game Object Assets
Integration of (assets) content pipeline
Game State Management
Implementation of Game state persistence
Case Study
Implementation of titles internal economy, key millstones and checkpoints. Implementation of replica game(s) titles within a Game Studio environment
Assessment Breakdown%
Continuous Assessment100.00%
Continuous Assessment
Assessment Type Assessment Description Outcome addressed % of total Assessment Date
Project Create 3D Game Scene 1,5 33.00 n/a
Project Create 3D Game Scene 1,6 33.00 n/a
Project Create 3D Game Scene 1,2,3,4 34.00 n/a
No Project
No Practical
No End of Module Formal Examination

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 Every Week 1.00
Laboratory Every Week 3.00
Total Hours 4.00

Module Delivered In

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