Wilson, S. Independent study (including assessment)
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1 MODULE TITLE: MODULE CODE: Mobile Game Development COM629 YEAR OF REVISION: 2013/14 MODULE LEVEL: 6 CREDIT POINTS: 20 MODULE STATUS: SEMESTER: 2 LOCATION: E-LEARNING: PREREQUISITE(S): CO-REQUISITE(S): MODULE CO-ORDINATOR(S): TEACHING STAFF RESPONSIBLE FOR MODULE DELIVERY: HOURS: Compulsory Magee Blended learning None None TOTAL EFFORT HOURS: 200 ACADEMIC SUBJECT: Wilson, S Wilson, S Lectures Seminars Tutorials Practicals Independent study (including assessment) COM 24 hrs 0 hrs 12 hrs 24 hrs 140 hrs MODULAR SUBJECT: RATIONALE N/A The rapid emergence and proliferation of mobile computing platforms such as Smartphones and tablet PCs has lead to a dramatic shift in the computer games industry. Once focused on hardware platforms such as PC and game consoles, the migration to mobile computing has created opportunities and demand for professionals skilled in the design and development of computer games for mobile devices. It is therefore imperative, that graduates are proficient in the development of games for mobile devices; understand how the underpinning principles of game design and game development are applied within this context and remain cognisant of the inherent limitations of the hardware platforms. This module builds on the skills and knowledge gain during year two and explores issues relating to the design, development and publication of mobile games.
2 AIMS The aim of the module is to provide students with a theoretical foundation underpinning the design and development of mobile games. Technical issues and challenges associated with development of mobile games are discussed. Students are also given the opportunity to acquire practical experience of the tools, technologies and platforms employed in the development of mobile games. Furthermore, the module will provide students with an insight and practical knowledge of the mobile gaming sector, in particular issues relating to the publication, marketing and commercialisation of mobile games. The module also aims to develop the students programming and problem solving skills. LEARNING OUTCOMES A successful student will be able to: KNOWLEDGE AND UNDERSTANDING K1 Demonstrate a detailed understanding of the how the principles underpinning game design and development can be applied within the constraints of mobile gaming platforms. K2 K3 Demonstrate a detailed understanding of the commercial, social and technological factors influencing the mobile gaming industry. Demonstrate an understanding of the major mobile game markets, publishing processes and revenue models. INTELLECTUAL QUALITIES I1 I2 I3 Comprehend the technical challenges facing mobile game developers. Devise appropriate system design for prototype solutions. Critically evaluate a range of approaches and technologies for the development of mobile games, justifying an appropriate selection when required. PROFESSIONAL/PRACTICAL SKILLS P1 P2 Develop non-trivial game prototypes for Smartphone and similar emerging mobile platforms using industry standard tools and technologies. Demonstrate technical competency in the performance profiling and optimisation of code. TRANSFERABLE SKILLS T1 T2 T3 Prepare technical reports and software specifications to a high standard. Manage the software development projects from design through to publication. Communicate and document complex solutions for mobile games.
3 CONTENT Mobile gaming platforms and development environments Mobile gaming platforms Hardware devices Game engines and middleware solutions Native game development Developing mobile games Designing games for mobile devices UI considerations Input and control Rendering for mobile devices Implementing gameplay mechanics Performance profiling and analysis Deploying games on devices Mobile gaming markets Mobile game market analysis Revenue generation Publishing TEACHING AND LEARNING METHODS Lectures will be used to present all the relevant theory and concepts. Supplementary material will be accessible online. Tutorials will be used to reinforce the students understanding of core principles covered during lectures. Practical exercises will provide students with an opportunity to develop a range of technical competencies relating to mobile game development using industry standard development tools, technologies and techniques. Emphasis is placed on further developing the students software engineering and design skills. Students will be expected to undertake directed reading in order to acquire a deep understanding of the topics covered in the lectures, tutorials and practical sessions. The module is offered by blended learning.
4 ASSESSMENT AND FEEDBACK The exact nature of the coursework will vary from year to year. Examples of typical coursework assessments that may be used to assess student learning include: Coursework 1: Students will be required to create a game design document for a mobile game and formally present the game design to their peers. This item of coursework will typically contribute to approximately 20% of the overall coursework mark for the module with the game design contributing 15% and presentation 5%. Students will be given informal formative feedback after their presentations with additional in depth written feedback provided after further detailed assessment of the game design document has been undertaken. Coursework 2: Based on the game design document submitted from assignment one, students will be required to create a technical specification detailing the software architecture for their mobile game. This item of coursework will typically contribute to approximately 30% of the overall coursework mark for the module. Formal written feedback will be given to the students after submission. This will be informally reviewed with the student during scheduled class time. Coursework 3: Based on the technical specification submitted from assignment two, students will be required to implement their game concept and present it to the class at the end of the module. This item of coursework will contribute to approximately 50% of the overall coursework mark for the module. Students will be given informal feedback during the demonstration with additional in-depth written feedback provided after further assessment of the game prototype has been undertaken. 100% Coursework 0% Examination READING LIST Required: DiMarzio, J., F., 2012, Practical Android 4 Games Development, 1 st edition, New York, USA, Apress Marrucchi-Foino, R., 2012, Game and graphics programming for ios and Android with OpenGL ED 2.0, 1 st edition, Chichester, UK, John Wiley & Sons Recommended Buck, E., 2012, Learning OpenGL ES for ios: A hands on guide to modern 3D graphics programming, 1 st edition, Boston, USA, Addison Wesley. Strougo, R., and Wenderlich, R., 2011, Learning Cocos2D: A hands-on guide to building ios games with Cocos2D, Box2D and Chipmunk, 1 st edition, New York, USA, Addison Wesley
5 Yang, Z., 2012, Windows Phone 7 XNA Cookbook, 1 st edition, Birmingham, UK, Packet Publishing. Zechner, M., 2011, Beginning Android Games, 1 st edition, New York, USA, Apress. Journals and conference publications IEEE Transactions on Computational Intelligence and AI in Games IEEE Transactions on Multimedia Game developers conference Game Developer Journal, CMP Media EDGE, Future Publishing Websites SUMMARY DESCRIPTION This module addresses and develops key and emerging concepts in mobile game development providing students with principles of enduring value.
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