Module Details

The information contained in this module specification was correct at the time of publication but may be subject to change, either during the session because of unforeseen circumstances, or following review of the module at the end of the session. Queries about the module should be directed to the member of staff with responsibility for the module.
Title PRINCIPLES OF COMPUTER GAMES DESIGN AND IMPLEMENTATION
Code COMP222
Coordinator Prof B Konev
Computer Science
Boris.Konev@liverpool.ac.uk
Year CATS Level Semester CATS Value
Session 2016-17 Level 5 FHEQ Second Semester 15

Aims

  1. To introduce the main issues surrounding the computer games architecture.
  2. To introduce the fundamental concepts underpinning computer games development (game physics, game artificial intelligence, content generation).
  3. To provide practical experience of software engineering associated with computer games.

Learning Outcomes

Have an understanding of different design issues related to computer games development: game structure, game engine, physics engine;

Have an appreciation of the fundamental concepts associated with game development: game physics, game artificial intelligence, content generation;

Have the ability to implement a simple game using an existing game engine.


Syllabus

Computer Game Architecture

Introduction (2 lectures)

  • History of computer and video games
  • Game genres

Game Structure basics (1 lecture)

Game engines (4 lectures)

  • Introduction
  • Programming video
  • Programming audio
  • Programming user controls

Game Physics

3D Maths (2 lectures)

Collision detection and collision response (3 lectures)

Tracking and shooting (1 lecture)

Spatial data structures (2 lectures)

  • Octrees, KD-Trees, BSP Trees, Spacial hashing

Physics engines (1 lecture)

Game Artificial Intelligence

Decision making (3 lectures)

  • Playing board games: turn-based games; chance games
  • Event driven AI

Game agents (6 lectures)

  • FSM and reactive architectures
  • Sensing
  • Reactive planning and rule systems
  • Machine learning
  • Group behaviour.  Agent coalition. Flocking

Navigation and pathfinding (2 lectures)

Artificial stupidity

Content generation

Levels, Mazes, Quests (2 lectures)


Teaching and Learning Strategies

Lecture -

Laboratory Work -


Teaching Schedule

  Lectures Seminars Tutorials Lab Practicals Fieldwork Placement Other TOTAL
Study Hours 30

    10

    40
Timetable (if known)              
Private Study 110
TOTAL HOURS 150

Assessment

EXAM Duration Timing
(Semester)
% of
final
mark
Resit/resubmission
opportunity
Penalty for late
submission
Notes
Unseen Written Exam  120  Semester 2  80  Yes  Standard UoL penalty applies  Written Exam Notes (applying to all assessments) 2 (sets of) assessment tasks. This work is not marked anonymously. Written examination Resit exam will replace failed CA components, the Learning Outcomes will be covered in the resit exam.  
CONTINUOUS Duration Timing
(Semester)
% of
final
mark
Resit/resubmission
opportunity
Penalty for late
submission
Notes
Coursework  24 hours for all CAs  2nd semester  10  Yes  Standard UoL penalty applies  Assessment 1 
Coursework  24 hours for all CAs  2nd semester  10  Yes  Standard UoL penalty applies  Assessment 2 

Recommended Texts

Reading lists are managed at readinglists.liverpool.ac.uk. Click here to access the reading lists for this module.
Explanation of Reading List: