This page displays the selected Module Descriptor.
Printer friendly version
Session: 2022/23
Last modified: 21/03/2022 11:12:26
Title of Module: Games Console Programming |
---|
Code: COMP10037 |
SCQF Level: 10 (Scottish Credit and Qualifications Framework) |
Credit Points: 20 |
ECTS: 10 (European Credit Transfer Scheme) |
---|
School: | School of Computing, Engineering and Physical Sciences |
---|
Module Co-ordinator: | Paul
Keir |
---|
Summary of Module |
---|
This module provides a comprehensive technical coverage of modern games console platforms, including the hardware, software and development tools used in commercial environments. Students will gain a critical appreciation of the technical issues surrounding these technologies, including parallel processing, low-level programming, design techniques and optimisation strategies that are specific to fixed hardware platforms. UWS are a PlayStation®First partner, and students will use C++ to develop on a current Sony console devkit.
This module will work to develop a number of the key 'I am UWS' Graduate Attributes to make those who complete this module: Universal (Research-minded, Analytical & Critical Thinker), Work Ready (Problem-Solver & Digitally Literate), and Successful (Autonomous, Innovative & Imaginative).
|
Module Delivery Method |
---|
Face-To-Face | Blended | Fully Online | HybridC | HybridO | Work-based Learning |
 |  | | | | |
Face-To-Face
Term used to describe the traditional classroom environment where the students and the lecturer meet synchronously in the same room for the whole provision.
Blended
A mode of delivery of a module or a programme that involves online and face-to-face delivery of learning, teaching and assessment activities, student support and feedback. A programme may be considered “blended” if it includes a combination of face-to-face, online and blended modules. If an online programme has any compulsory face-to-face and campus elements it must be described as blended with clearly articulated delivery information to manage student expectations
Fully Online
Instruction that is solely delivered by web-based or internet-based technologies. This term is used to describe the previously used terms distance learning and e learning.
HybridC
Online with mandatory face-to-face learning on Campus
HybridO
Online with optional face-to-face learning on Campus
Work-based Learning
Learning activities where the main location for the learning experience is in the workplace.
|
Term(s) for Module Delivery |
---|
(Provided viable student numbers permit).
|
Term 1 |  | Term 2 | | Term 3 | |
[Top of Page]
Learning Outcomes: (maximum of 5 statements) |
---|
On successful completion of this module the student will be able to:
L1.
Demonstrate a critical appreciation of the hardware architectures of modern games console platforms.
L2.
Apply design techniques and optimization strategies for developing games software for a modern games console platform using a low-level API.
L3.
Demonstrate a critical appreciation of the differences between coding for general purpose platforms (e.g. PC) and fixed hardware platforms with limited OS services.
L4.
Demonstrate critical awareness of the issues surrounding parallel processing, and its use on modern games console platforms. |
Employability Skills and Personal Development Planning (PDP) Skills |
---|
SCQF Headings |
During completion of this module, there will be an opportunity to achieve
core skills in:
|
---|
Knowledge and Understanding (K and U) |
SCQF Level 10.
Having a critical awareness of current and future technologies used with games console platforms.
Demonstrating innovation in the use of parallel processing features. |
Practice: Applied Knowledge and Understanding |
SCQF Level 10.
Ability to make informed decisions relating to selecting algorithms and technologies for use in commercial console games.
Ability to critically evaluate existing algorithms in terms of their efficiency |
Generic Cognitive skills |
SCQF Level 10.
Critically appraising information sources and academic papers, and assessing the suitability of new techniques in commercial software products. |
Communication, ICT and Numeracy Skills |
SCQF Level 10.
Ability to decompose algorithms into independent parallel tasks for execution on parallel processors. |
Pre-requisites: |
Before undertaking this module the student should have
undertaken the following:
|
---|
Module Code:
| Module Title:
|
Other: | C++ |
Co-requisites | Module Code:
| Module Title:
|
---|
* Indicates that module descriptor is not published.
[Top of Page]
Learning and Teaching |
---|
Students will attend weekly lectures and supervised laboratories. Lectures will introduce programming concepts that will be used in the supervised labs to learn programming the console hardware. Students will create software for a games console platform as part of the coursework assignments. Lectures will also cover more theoretical topics, which will be primarily assessed in the class test, designed to assess understanding of chosen aspects affecting development for console platforms. In addition to scheduled class time, students are expected to spend significant time on unsupervised lab work and self-study. |
Learning Activities During completion of this module, the learning activities undertaken to
achieve the module learning outcomes are stated below:
| Student Learning Hours (Normally totalling 200 hours): (Note: Learning hours include both contact hours and hours spent on other learning activities) |
Lecture/Core Content Delivery | 12 |
Laboratory/Practical Demonstration/Workshop | 36 |
Independent Study | 140 |
| 188
Hours Total
|
**Indicative Resources: (eg. Core text, journals, internet
access)
|
---|
The following materials form essential underpinning for the module content
and ultimately for the learning outcomes:
PlayStation® console development kits are network connected with lab development PCs. Development on these machines for each coursework requires that students work within the UWS computing labs.
Technical documentation for games console platform (e.g. PlayStation 4/5, Xbox Series X/S etc.)
|
(**N.B. Although reading lists should include current publications,
students are advised (particularly for material marked with an asterisk*) to
wait until the start of session for confirmation of the most up-to-date
material)
|
Engagement Requirements |
---|
In line with the Academic Engagement Procedure, Students are defined as academically engaged if they are regularly engaged with timetabled teaching sessions, course-related learning resources including those in the Library and on the relevant learning platform, and complete assessments and submit these on time. Please refer to the Academic Engagement Procedure at the following link: Academic engagement procedure
Where a module has Professional, Statutory or Regulatory Body requirements these will be listed here: Students are expected to attend the on campus weekly teaching sessions. A record of attendance is kept, and timely submission of assignments is expected. |
[Top of Page]
Supplemental Information
Programme Board | Computing |
---|
Assessment Results (Pass/Fail) |
No
|
---|
Subject Panel | Creative Computing |
---|
Moderator | Marco Gilardi |
---|
External Examiner | N Whitton |
---|
Accreditation Details | This module is accredited by BCS and TIGA as part of a number of specified programmes. |
---|
Version Number | 2.11 |
---|
[Top of Page]
Assessment: (also refer to Assessment Outcomes Grids below) |
---|
Laboratory Submission 70% of overall mark. |
Class test 30% of overall mark. |
(N.B. (i) Assessment Outcomes Grids for the module
(one for each component) can be found below which clearly demonstrate how the learning outcomes of the module
will be assessed.
(ii) An indicative schedule listing approximate times
within the academic calendar when assessment is likely to feature will be
provided within the Student Handbook.)
|
Assessment Outcome Grids (Footnote A.)
Footnotes
A. Referred to within Assessment Section above
B. Identified in the Learning Outcome Section above
[Top of Page]
Note(s):
- More than one assessment method can be used to assess individual learning outcomes.
-
Schools are responsible for determining student contact hours. Please refer to University Policy on contact hours (extract contained within section 10 of the Module Descriptor guidance note).
This will normally be variable across Schools, dependent on Programmes &/or Professional requirements.
|
Equality and Diversity |
---|
In order for the student to complete this module an element of laboratory work using a computer and a video game console will require to be undertaken. This may involve the use of a game controller, and appropriate support can be provided where required. Development on these machines for courseworks requires that the students work within the UWS computing labs. UWS Equality and Diversity Policy |
(N.B. Every effort
will be made by the University to accommodate any equality and diversity issues
brought to the attention of the School)
|