GAMES MODDING
CSE4MOD
Not currently offered
Credit points: 15
Subject outline
This unit has the following main goals: 1) understanding game design; 2) Understanding the architecture of the Unreal game engine; 3) Becoming a skilled programmer on the Unreal Development Platform; 4) applying these skills in the development of a large-scale game project. Topics include: UnrealScript programming, game design theory, prototyping, the history of the Unreal Game Engine, network replication , latent execution, how not to build a game, design factors, challenges and difficulty, state based code, professional creativity, game mechanics, zones, portals, anti-portals, volumes, game and load balancing, puzzle design, events, triggers, scripted sequences, player psychology, matinee, camera control, limitations, level specific design, documentation techniques, texturing and lighting in the UDK, story, player investment, game atmosphere, overall design and styling, effects, materials, artificial intelligence, and developer responsibilities.
School: School Engineering&Mathematical Sciences
Credit points: 15
Subject Co-ordinator: Andrew Skabar
Available to Study Abroad Students: Yes
Subject year level: Year Level 4 - UG/Hons/1st Yr PG
Exchange Students: Yes
Subject particulars
Subject rules
Prerequisites: CSE3AGT or CSE3AGR
Co-requisites: N/A
Incompatible subjects: N/A
Equivalent subjects: N/A
Special conditions: N/A
Learning resources
Readings
| Resource Type | Title | Resource Requirement | Author and Year | Publisher |
|---|---|---|---|---|
| Readings | Mastering unreal technology, Volume 1: Introduction to Level Design with unreal engine 3 | Prescribed | Busby, J Parrish, Z and Wilson, J | SAMS PUBLISHING |
| Readings | Mastering unreal technology, Volume II: Advanced level design concepts with unreal engine 3 | Prescribed | Busby J, Parrish, Z and Wilson, J | SAMS PUBLISHING |
| Readings | Mastering unreal technology, Volume III: Introduction to Unrealscript with unreal engine 3 | Prescribed | Busby, J, Wilson, J and Owens, D | SAMS PUBLISHING |
| Readings | The art of game design | Prescribed | Schnell, J 2008 | MORGAN KAUFMANN |
Graduate capabilities & intended learning outcomes
01. Use advanced game design theory terms correctly
- Activities:
- Lecture 2 covers Advanced Game Design concepts and builds on the subject CSE1GDT on basic game design concepts.
- Related graduate capabilities and elements:
- Inquiry/ Research(Inquiry/ Research)
- Writing(Writing)
- Discipline-specific GCs(Discipline-specific GCs)
- Critical Thinking(Critical Thinking)
- Speaking(Speaking)
02. Interpret correctly commercial game design documents for implementation
- Activities:
- Lecture 9 explains design interpretation related to the available integrated game architecture with all earlier lectures concentrating on different parts of the overall architecture.
- Related graduate capabilities and elements:
- Speaking(Speaking)
- Critical Thinking(Critical Thinking)
- Inquiry/ Research(Inquiry/ Research)
- Ethical Awareness(Ethical Awareness)
03. Program proficiently in Unreal script
- Activities:
- Weekly 2 hour Lab classes concentrate on Unreal Script programming exercises to build up knowledge & proficiency in this language
- Related graduate capabilities and elements:
- Creative Problem-solving(Creative Problem-solving)
- Discipline-specific GCs(Discipline-specific GCs)
04. Work professionally and cooperatively in a game development team
- Activities:
- Weekly 1 hour tutorials keep students focussed on the group assignment work and answers their questions
- Related graduate capabilities and elements:
- Creative Problem-solving(Creative Problem-solving)
- Teamwork(Teamwork)
05. Understand as a developer the architecture of the Unreal game engine
- Activities:
- Familiarity with the Unreal Engine grows through explanations given in lectures and applied practice development in the Labs and the group assignment project
- Related graduate capabilities and elements:
- Discipline-specific GCs(Discipline-specific GCs)