CS5367 Computer Games Design

Part I

Course Duration: One semester
Credit Units: 3
Level: P5
Medium of Instruction: English
Prerequisites:
CS5182 Computer Graphics or
EE5808 Engineering Techniques for Computer Graphics
(old code IT5306 Engineering Techniques for Computer Graphics) or
IT5301 Computer Graphics or equivalent 
Precursors: Nil
Equivalent Courses: IT5307 Computer Games Design
Exclusive Courses
: Nil

Part II

Course Aims
This elective course aims at introducing various topics related to the production of computer games.  The course will cover the technological aspects for implementing computer games.  The scenario writing, designing of characters, game production and marketing will also be included.

Course Intended Learning Outcomes (CILOs)
Upon successful completion of this course, students should be able to:

No.

CILOs

Weighting
(if applicable)

1.

compare various game genres and game platforms, and identify current trends in computer games;

10%

2.

document the game design;

20%

3.

specify the core mechanics and gameplay of the game design;

20%

4.

create a suitable character used in the game;

15%

5.

design game levels;

15%

6.

balance a game.

20%

Teaching and Learning Activities (TLAs)
(Indicative of likely activities and tasks designed to facilitate students’ achievement of the CILOs. Final details will be provided to students in their first week of attendance in this course)

  
Teaching pattern:
  
Suggested lecture/tutorial/laboratory mix: 2 hrs. lecture; 1 hr. tutorial.

CILO No.

TLAs

Hours/week
(if applicable)

CILO 1

Lectures, Project

 

CILO 2

Lectures, Assignment, Project

 

CILO 3

Lectures, Tutorial, Assignment, Project

 

CILO 4

Lectures, Assignment, Project

 

CILO 5

Lectures, Tutorial, Assignment, Project

 

CILO 6

Lectures, Tutorial, Assignment, Project

 

Assessment Tasks/Activities
(Indicative of likely activities and tasks designed to assess how well the students achieve the CILOs. Final details will be provided to students in their first week of attendance in this course)

  
Examination duration:  2 hours
  
Percentage of coursework, examination, etc.:  40% CW; 60% Exam

CILO No.Type of Assessment Tasks/ActivitiesWeighting
(if applicable)
Remarks
CILO 1
  • Students may choose to work on a project on this topic to implement the related technologies
  • Examination
  
CILO 2
  • Problems from the assignments for the students to solve individually
  • Students may choose to work on a project on this topic to implement the related technologies
  • Examination
  
CILO 3
  • Class exercises that are given to students as group work during tutorial
  • Problems from the assignments for the students to solve individually
  • Students may choose to work on a project on this topic to implement the related technologies
  • Examination
  
CILO 4
  • Problems from the assignments for the students to solve individually
  • Students may choose to work on a project on this topic to implement the related technologies
  • Examination
  
CILO 5
  • Class exercises that are given to students as group work during tutorial
  • Problems from the assignments for the students to solve individually
  • Students may choose to work on a project on this topic to implement the related technologies
  • Examination
  
CILO 6
  • Class exercises that are given to students as group work during tutorial
  • Problems from the assignments for the students to solve individually
  • Students may choose to work on a project on this topic to implement the related technologies
  • Examination
  

Grading of Student Achievement: Refer to Grading of Courses in the Academic Regulations
Grading pattern: Standard (A+, A, A-…F)
For a student to pass the course, at least 30% of the maximum mark for the examination must be obtained.
  
This is a CEF approved course, students who want to apply for CEF claims must achieve at least 70% minimum attendance and obtain at least 50% passing mark for the assessment of the course.

Part III

Keyword Syllabus:

Game Scenario Designing, User Interface, Character Design, Programming Platforms, Real-Time Control, Hardware controllers for games, Network Communication for Games, Artificial Intelligence, Programming Techniques for Games, Physical Animation, Quaternion.

Syllabus

  • Game Design Documents
  • Gameplay
  • Storytelling
  • Character Creation and Development
  • Artificial Intelligence
  • Core Mechanics
  • Level Design
  • Game Balancing
  • User Experience

Related Links
Department of Computer Science