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SIT255 - Game Development Patterns

Year:

2020 unit information

Important Update:

Classes and seminars in Trimester 2/Semester 2, 2020 will be online. Physical distancing for coronavirus (COVID-19) will affect delivery of other learning experiences in this unit. Please check your unit sites for announcements and updates one week prior to the start of your trimester or semester.

Last updated: 2 June 2020

Enrolment modes:Trimester 2: Burwood (Melbourne), Cloud (online)
Credit point(s):1
EFTSL value:0.125
Unit Chair:Trimester 2: Rui Wang
Prerequisite:

SIT232

Corequisite:

Nil

Incompatible with:

Nil

Typical study commitment:

Students will on average spend 150 hours over the teaching period undertaking the teaching, learning and assessment activities for this unit.

Scheduled learning activities - campus:

1 x 3 hour studio session per week.

Scheduled learning activities - cloud:

1 x 3 hour scheduled online studio session per week.

Content

This unit builds on the outcomes of previous programming and object-oriented development units, investigating software design patterns and professional programming techniques used to architect software for games and virtual environments. A specific focus of the unit is on the entity-based software systems commonly found in game engines, and the artificial intelligence techniques that support agent-based games. Through studies in this unit students will develop an understanding of modern game engine software, and an ability to develop, extend and modify such software to create complex game systems. Students will also gain valuable experience working with modern software development environments and tool sets used by professional software developers, in a collaborative, project-oriented and design-based learning context.

 

These are the Learning Outcomes (ULO) for this Unit

At the completion of this Unit
successful students can:

Deakin Graduate Learning Outcomes

ULO1

Apply knowledge of advanced programming language features, software patterns and game architectures to create complex game software systems.

GLO1: Discipline-specific knowledge and capabilities
GLO5: Problem solving

ULO2

Employ standard algorithms and data structures to design software solutions to game development problems.

GLO1: Discipline-specific knowledge and capabilities

ULO3

Analyse, modify and extend complex computer code to meet functional and user requirements.

GLO4: Critical thinking
GLO5: Problem solving

ULO4

Work collaboratively and contribute effectively in team-based development environments, to achieve specified goals and objectives within given timeframes.

GLO2: Communication
GLO7: Teamwork

These Unit Learning Outcomes are applicable for all teaching periods throughout the year

Assessment

Assessment Description Student output Weighting (% total mark for unit) Indicative due week
Game development project  Single software artefact 60% (Stage 1 - 30%, Stage 2 - (group) 30%) Weeks 6 and 12
Learning portfolio Portfolio 40% Week 12

The assessment due weeks provided may change. The Unit Chair will clarify the exact assessment requirements, including the due date, at the start of the teaching period.

Learning Resource

There is no prescribed text. Unit materials are provided via the unit site. This includes unit topic readings and references to further information.

Unit Fee Information

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