Game Software Design and Production Modules

Courses

CSD 1401: Software Engineering Project 1

Credits 6
This class presents an overview of the way the game development industry works and a history of game development. It will expose students to the positions and job responsibilities that each member of a game development team has, along with the industry requirements for concept pitches, design documents and schedules. It will also introduce sprite animation, object motion, and input processing, which students will use in the creation of a game of their own design.

CSD 1451: Software Engineering Project 2

Credits 6
This project focuses on the creation of a simple game or simulation. Students will work together on teams of three or four members. All projects must be written entirely in C (C++ is also allowed) and cannot use external libraries or middleware of any kind (except those provided by the instructor). Topics include effective team communication, planning, documentation, debugging, source control, testing, and iterative software development techniques.

CSD 2401: Software Engineering Project 3

Credits 6
This project is divided into two trimesters and focuses on the creation of a simple real-time game or simulation with 2D graphics (3D games are not allowed, unless on special permissions). Students will work together on teams with average of five/six members to implement technical features such as audio effects, music playback, pattern movement, simple artificial intelligence, same-machine multiplayer (networking is not allowed, unless on special permission), particle systems, scrolling, and simple physics. All projects must be written with a core of C++ code and cannot use middleware such as pre-existing physics engines, networking engines, AI, etc. Additional topics may include basic software architecture, essential development practices, fundamentals of team dynamics, and task prioritization methods.

CSD 2451: Software Engineering Project 4

Credits 6
In this class, students work to complete and polish the projects they began in CSD 2400. Additional topics may include intermediate software architecture, advanced debugging techniques, bug tracking, formal playtesting, game pacing and game balance.

CSD 2511: Introduction to Game Design

Credits 6
This is an introduction module to game design theory and the process of designing games. Topics may include design principles, writing rules, playtesting, game state, randomness, hidden information, and game balance.

CSD 2513: System Design Methods

Credits 6
This module focuses on how to analyze and simulate game systems. Topics may include system analysis, system simulation, system balancing, combat systems, and economic systems.

CSD 2541: Level Design

Credits 6
This module introduces the basic principles of level and encounter design. It focuses on the design of spatial environments, player guidance techniques, and controlling pacing through encounter frequency and variety.

CSD 3401: Software Engineering Project 5

Credits 6
This module is the first trimester of a two-trimester project that will be continued in CSD 3451. It focuses on the creation of a polished, professional-quality, real-time game or simulation, and provides the opportunity to work together on cross-discipline teams of three or more members, implementing the technical features needed for the project. This first trimester focuses on pre-production to ensure the technology, tools, design, art, audio, and team are ready for full production in the following trimester.

CSD 3451: Software Engineering Project 6

Credits 6
In this module, students work to complete the projects they began in CSD 3401. This second trimester focuses on production to bring the project to the point where the target audience finds it engaging. Furthermore, techniques are explored for creating effective resumes, interviewing, and pursuing internships.

CSD 3516: Technical Design Methods

Credits 6
This module focuses on designing and implementing digital game prototypes, with an emphasis on integrating mechanics, controls, and camera. Additional topics include building tension to create engagement and implementing player feedback techniques

CSD 4401: Capstone Project

Credits 10
The capstone project is a major, year-long individual project that is to be undertaken by a student that utilises the technical capabilities, professional skills, and academic knowledge obtained during the degree programme. The project must be of reasonable complexity and industry relevance, and should allow scope for the student to demonstrate the various aspects of software engineering / information security.

CSD 4902: Integrated Work Study Programme (IWSP)

Credits 30
The Integrated Work Study Programme (IWSP) is an integral and compulsory applied learning component, which provides students with the opportunity to integrate what they have learnt in the classroom with what is practised in the real world, and vice versa. It comprises two integrative parts: i) work and ii) study. The work component refers to a work attachment that students undergo in various organisations, whereas the study component refers to the integration of knowledge and practice, as well as the development and the application of innovation skills. The study component also includes the ongoing development of career skills. The IWSP is a key learning platform that contributes to the inculcation of the SIT-DNA in every student.n The IWSP consists of 2 parts:n 1. IWSP (Career Skills)n 2. IWSP (Work Attachment) IWSP (Career Skills) is a prerequisite requirement for IWSP (Work Attachment). Students must complete and pass IWSP (Career Skills) before they are allowed to embark on IWSP application for the work attachment.

UXG 1420: Introduction to Digital Production

Credits 7
This module introduces the workflows, methodologies, and best practices for working within a modern digital game development environment. Topics may include game editors, components, basic scripting, input processing, importing art and audio, level creation, and source control.

UXG 1500: Introduction to Design Process

Credits 7
This module introduces the design process as it applies to interactive experiences. Topics include exploration, research, proposals, prototypes, iteration, and polishing of an interactive experience.

UXG 1501: Principles of Interactive Design

Credits 7
This module explores the principles of interactive design and how they are used to create engaging experiences. Topics include the nature of the design profession, how tension leads to engagement, complexity versus depth, and how to test interactive experiences effectively.

UXG 1505: Game Design Process

Credits 5
This module covers the process of designing complete games through the creation of non-digital dice, card, and board games. Topics may include writing rules, playtesting, game state, randomness, hidden information, and game balance.

UXG 1560: User Experience Design 1

Credits 6
This module explores fundamental principles of interactive design and psychological principles related to design. Emphasis is placed on information architecture, graphic design concepts, user interface documentation, and interface prototyping techniques.

UXG 2400: Project 2

Credits 7
This module is the first part of a two-trimester project.n Students will work together on teams of three or more to create a simple real-time two-dimensional game or simulation. Techniques are explored for working effectively on a team, following a development process, using discipline-based best practices, and applying core discipline-based skills to game development. This first trimester focuses on pre-production to ensure the technology, tools, design, art, audio, and team are ready for full production in the following trimester.

UXG 2450: Project 2 (Continued)

Credits 7
In this module, students work to complete the projects they began in UXG 2400. Techniques are explored for iterating effectively, formal testing, tracking progress, and integrating design, art, and audio into a unified experience. This second trimester focuses on production to bring the project to the point where the target audience finds it engaging.

UXG 2501: Game Design 1

Credits 5
This module focuses on the design and implementation of engaging digital game prototypes. Topics may include building tension, effective feedback, teaching the player, and using interactive elements to create engagement through accomplishment, challenge, and connection.

UXG 2502: Game Design 2

Credits 5
This module focuses on the design and implementation of engaging digital game prototypes. Topics may include using space effectively, kinesthetic flow, motivating through autonomy, and using interactive elements to create engagement through discovery, sensation, and fantasy.

UXG 2520: System Design 1

Credits 5
This module focuses on how to create interactive systems with the proper balance of complexity versus depth. Topics may include combat systems, economic systems, social systems, and system balancing.

UXG 2540: Level Design

Credits 7
This module introduces the basic principles of level and encounter design. The module focuses on the design of spatial environments, player guidance techniques, and controlling pacing through encounter frequency and variety.

UXG 2565: Game Feel

Credits 5
This module explores how visuals, audio, programming, and design intersect to create immersive interactive experiences. Emphasis is placed on the implementation of dynamic user interfaces, intuitive real-time feedback, and immersive control systems.

UXG 2570: User Research 1

Credits 5
This module introduces the basic principles of user research and formal testing methodologies based on the scientific method. Topics include selecting research methods, selecting test candidates, focus group testing, metrics-based analysis, and end-user research.

UXG 3400: Project 3 (part 1)

Credits 7
This module is the first trimester of a two- or three-trimester project, which will be continued in UXG 3450, and then in UXG 3475 for a three-trimester project. Students will work together on teams of three or more to create an advanced real-time game or simulation. Techniques are explored for creating high-performance teams, tuning development processes for specific projects, using advanced discipline-based best practices, and applying specialized discipline-based skills to game development. This first trimester focuses on preproduction to ensure the technology, tools, design, art, audio, and team are ready for full production in the following trimester.

UXG 3450: Project 3 (part 2)

Credits 7
In this module, students work to complete the projects they began in UXG 3400. This second trimester focuses on production to bring the project to the point where the target audience finds it engaging. Furthermore, techniques are explored for creating effective resumes, interviewing, and pursuing internships. The project may be continued for a third trimester in UXG 3475.

UXG 3475: Project 3 (part 3)

Credits 8
This module is the final trimester of the three-trimester project begun in UXG 3400 and continued in UXG 3450. Techniques are explored for polishing design, art, and audio, creating effective marketing materials, and highlighting individual contributions to the project. This trimester focuses on postproduction and shipping a highly polished final project.

UXG 3500: Integrated Digital Design

Credits 5
This module focuses on designing and implementing an original digital experience that integrates sensory, narrative, and interactive elements into an engaging overall work that is suitable as a portfolio piece.

UXG 3503: Game Design 3

Credits 5
This module focuses on the design and implementation of highly original and engaging digital game prototypes. Topics may include originality in design, narrative engagement, motivating through connection, and using interactive elements to create engagement through fellowship, expression, and catharsis.

UXG 3570: User Research 2

Credits 5
This module covers advanced user research techniques with an emphasis on information visualization. Topics include methods for collecting and building data sets, assessing the quality of those data sets, selecting the optimal method for data visualization, and creating user research reports.

UXG 4400: Project 4

Credits 8
In this module, students prepare their personal portfolio of projects in order to be ready for a professional job search.n This can involve a new project to demonstrate a particular professional skill, or taking a previous project to very high level of quality.

UXG 4450: Project 4 (Continued)

Credits 8
In this module, students prepare their personal portfolio of projects in order to be ready for a professional job search.n This can involve a new project to demonstrate a particular professional skill, or working to complete a project they began in UXG 4400.