Skip to content | Change text size

FIT2048 - Game implementation and techniques

6 points, SCA Band 2, 0.125 EFTSL

Undergraduate Faculty of Information Technology

Leader: Derrick Martin

Offered

Caulfield First semester 2007 (Day)

Synopsis

This unit examines the fundamental issues of games development. The history of games and the games industry is studied. A variety of games genre are explained and contrasted. Topics include the different contributions from members of the games development team, the types of hardware used across various platforms for game implementation, the role of games engines, the importance of physics in ensuring realism and the manner in which system analysis can be applied to games development.

Objectives

At the end of this unit students should be able to:

  1. describe the history and current status of the games industry;
  2. discuss a range of common games genres and characteristics/examples of each (e.g. RPG, first person shooters, educational, adventure);
  3. describe the roles of different components of the games development team - audio, design, production, programming, visual arts and business/sales;
  4. describe the processes used to balance game design in order to enhance game playability;
  5. apply systems analysis and design principles to the development of games;
  6. describe several common games engines which are currently in use in the market place and how games are developed based on these;
  7. explain the role of game physics in areas such as movement, friction, gravity and collision in enhancing realism.

At the end of this unit students should:
  1. be aware of the ethical issues involved with games development;
  2. develop a positive approach to teamwork, seeing game development as a team task.

At the end of this unit students should be able to:
  1. be given a game scenario, use gameplay balancing techniques to eliminate design flaws and improve player experience;
  2. be able to create a game 'level' (an interactive environment) using a set game engine;
  3. using a supplied game engine be able to write scripting code to manipulate actions; prepare a critical analysis of selected game;
  4. prepare a design document for a game in the three main areas of user interaction, the internal structure of the game and the program structures which will be required.

At the end of this unit student will have further developed group working skills as a member of a project team.

Assessment

Two assignments 60% (one individual assignment 30%, one group game design project 30%)
2 hour written examination 40%

Contact hours

2 hrs of lectures/week, one x2 hr laboratory session/week

Prerequisites

MMS1802 or FIT1002

Prohibitions

MMS2102