Module Title:2D Game Programming
Language of Instruction:English
Credits: 5
NFQ Level:6
Module Delivered In 1 programme(s)
Teaching & Learning Strategies: The course material will be delivered by a mixture of traditional lectures and laboratory based lectures where learners will complete a series of incremental practical exercises towards building a game prototype. Towards the end of the semester, the students will work fulltime on a two week minor project that is undertaken in conjunction with the other second year course modules.
Module Aim: Upon completion of this module, learners should be able to explain the main components of a game engine and use external libraries to implement a 2D game.
Learning Outcomes
On successful completion of this module the learner should be able to:
LO1 Use a game library API to develop properly architected short game prototypes.
LO2 Implement design patterns that are applicable to interactive applications.
LO3 Work as a member of a development team and use a version control system to manage source code in a team project.
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.
Successful completion of year 1 or equivalent
 

Module Content & Assessment

Indicative Content
2D Fundamentals
The game loop, event loop and timers. Textures, sprites, basic sprite tranformations.
Data serialization formats
Representing game data using data serialization formats. Using a parsing library to implement a level loader.
Input management
Handling player input.
Collisions management
Collision detection and response.
Steering behaviours
NPC navigation with collision avoidance.
Game states
Implementing game states and a HUD system.
Game design patterns
Implementing a common game design pattern, for example object pool pattern.
Version control systems
Committing, checking out, branching and merging.
Assessment Breakdown%
Project50.00%
Practical50.00%
No Continuous Assessment
Project
Assessment Type Assessment Description Outcome addressed % of total Assessment Date
Project Use a game library API to develop a short game prototype. 1 25.00 Sem 1 End
Project Students will work as part of a team to create a playable game given a prescribed theme and gameplay specification. The assessment is staged horizontally across all 5 modules of this semester. This will be a studio style project, where teams work full time (without classes) over a period of two weeks. 1,2,3 25.00 Week 11
Practical
Assessment Type Assessment Description Outcome addressed % of total Assessment Date
Practical/Skills Evaluation Participation in and completion of practical work. Students will work in-class on a series of practical exercises distributed over the second semester. 1,2 50.00 n/a
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 12 Weeks per Stage 1.00
Laboratory 12 Weeks per Stage 4.00
Estimated Learner Hours 15 Weeks per Stage 4.33
Total Hours 125.00
 

Module Delivered In

Programme Code Programme Semester Delivery
CW_KCCGD_B Bachelor of Science (Honours) in Computer Games Development 4 Mandatory