Module Title:Games Engineering II
Language of Instruction:English
Credits: 5
NFQ Level:8
Module Delivered In 1 programme(s)
Teaching & Learning Strategies: As well as traditional lectures students will undertake various laboratory exercises implementing various algorithms. They will be expected to participate in class on the materials covered. A term papers will involve a more in-depth study of the issues raised. Combination of lecture and laboratory sessions. Lectures will provide traditional theory. Laboratory sessions will employ formative practical assessment. Project work will be based on programming in C++11, C++14.
Module Aim: Analyse, evaluate and implement design patterns and testing techniques which allow computational processes to be executed efficiently within digital games. Design and develop programs to perform tasks in parallel on single, multi‚ąícore and distributed CPU's and GPU's
Learning Outcomes
On successful completion of this module the learner should be able to:
LO1 Select, design, develop and implement testing strategies appropriate to games development
LO2 Evaluate, select and program appropriate design patterns within digital games
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.
Game Engineering 1 or equivalent

Module Content & Assessment

Indicative Content
Continuous Testing, Unit Testing, Automated Testing, Testing Tools, Coverage Techniques (Graph, Logic, Partitioning), White versus Black box testing, Managing Testing
Game Programming Patterns
Patterns in games development, pattern languages, examples and case studies.
Game Engine Architecture
Concepts and techniques utilised in implementing and using a game engine
Assessment Breakdown%
Continuous Assessment40.00%
End of Module Formal Examination40.00%
Continuous Assessment
Assessment Type Assessment Description Outcome addressed % of total Assessment Date
Written Report Reading and criticism of industry/academic papers. Personal research/educational essay writing Complete a series of module practicals 1,2 40.00 Every Week
Assessment Type Assessment Description Outcome addressed % of total Assessment Date
Project Complete a project which includes games programming patterns and concurrency 2 20.00 Sem 1 End
No Practical
End of Module Formal Examination
Assessment Type Assessment Description Outcome addressed % of total Assessment Date
Formal Exam End of year exam 1,2 40.00 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
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 7 Mandatory