Module Title:Gameplay Programming for Mobile Devices
Language of Instruction:English
Credits: 10
NFQ Level:7
Module Delivered In 1 programme(s)
Teaching & Learning Strategies: This module is delivered as a mix of traditional lectures and practical sessions within a laboratory setting with a blend of interactive lectures and practical work. Learners are actively participating in class work throughout each scheduled session.
Module Aim: To give the student a thorough understanding of the application of physics to gameplay for mobile platforms.
Learning Outcomes
On successful completion of this module the learner should be able to:
LO1 Design, implement and test 2D game prototypes for mobile platforms.
LO2 Model and simulate physical systems and refine these simulations to meet gameplay requirements.
LO3 Use game analytics and playtesting data to inform design iterations
LO4 Run an internal test through an app store.
LO5 Send and receive data over a network.
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
4418 PROG H4203 Prog for Games Devices I
This is prior learning (or a practical skill) that is mandatory before enrolment in this module is allowed.
Successful completion of year 2 or equivalent.

Module Content & Assessment

Indicative Content
Development Process
Project planning and tracking. Coordinating work within a team. Agile development. Source code management. Coding Standards.
Fundamentals of mobile 2D game programming
Game loop, collision detection, game input, audio, timers, animation, sprites (sprite sheets, texture packing).
Mobile devices
Deploying and debugging an application on a mobile device. Supporting multiple screen resolutions. Loading game data from external resources. Persistence.
Modelling physical systems
Vectors and movement. Forces: force field, force accumulation, wind, gravity, friction, air/fluid resistance. Projectiles. Particle systems. Collisions (conservation of linear and angular momentum), Newton’s law of restitution, impulse on collision, resolution of collisions in 2D. Physics joints.
Game systems
Gameplay. Designing and refining a game system. Game feel. Playtesting. Game analytics. Integrating systems.
User interface
Creating game menus and navigating between them. UI components. UI/UX. Managing game states.
Certificates. Asset preparation. Development and distribution builds. Internal and external test tracks. Releasing a game for testing. Submission process.
Fundamentals of Networking
IP Addresses. Ports. Sockets. TCP/IP. HTTP. Standard data formats such as JSON.
Assessment Breakdown%
End of Module Formal Examination30.00%
No Continuous Assessment
Assessment Type Assessment Description Outcome addressed % of total Assessment Date
Project Design and develop a mobile game. 1,2,3 15.00 Week 6
Project This project builds on the first project and uses game analytics and playtesting data to inform design and development iterations. 1,2,3,4,5 25.00 Week 12
Assessment Type Assessment Description Outcome addressed % of total Assessment Date
Practical/Skills Evaluation Practical Work 1,2,3 30.00 Sem 1 End
End of Module Formal Examination
Assessment Type Assessment Description Outcome addressed % of total Assessment Date
Formal Exam This mainly assesses the modelling and simulation of physical systems. 1,2,3,4 30.00 End-of-Semester

SETU Carlow Campus reserves the right to alter the nature and timings of assessment


Module Workload

Workload: Full Time
Workload Type Frequency Average Weekly Learner Workload
Laboratory 12 Weeks per Stage 4.00
Lecture 12 Weeks per Stage 3.00
Independent Learning 15 Weeks per Stage 11.07
Total Hours 250.00

Module Delivered In

Programme Code Programme Semester Delivery
CW_KCCGD_B Bachelor of Science (Honours) in Computer Games Development 5 Mandatory