Unit_44_Games_Engine_and_Scripting_RQF22
Unit_44_Games_Engine_and_Scripting_RQF22
Unit level 5
Credit value 15
Introduction
Professional game development typically represents a significant investment in time,
effort, skill and money. This is further complicated by the generally increasing
differences in hardware platforms (such as PCs, Mac, Xbox, PlayStation, tablets and
other mobile devices). Before the use of a games engine, a developer would need
highly-detailed and specific knowledge relating to the platform, device drivers and
operating system calls. They would also need to be capable of writing efficient low-
level maths functions to simulate physics, gravity, calculate trajectories and determine
object collisions in 2D and 3D environments, including designing image transition
algorithms. Using a games engine, a developer can implement more features more
quickly and more effectively, and deploy them on more platforms than ever before.
Despite using a games engine, however, there are still plenty of unique challenges to
be solved.
This unit introduces students to the origin and evolution of games engines and their
effect on game design. After being introduced to the core services of most engines
and their advantages, students will evaluate a range of different engines and debate
their features. While students assimilate, reflect on and consider the advantages and
technical challenges of a games engine they will be issued with an existing Game
Design Document (supported with all appropriate assets) and challenged with
planning and using a specific engine to develop the design into a functional game.
Students will review and reflect on the experience, and formally assess their
functional game against the Game Design Document and user expectation.
Among the topics included in this unit are: games engine evolution and purpose,
player expectation, types of engine, design documentation, research, system and user
requirements, game design, ad management, monetisation, usage analytics, build
services, graphics and animation, adding physics, storing world data, artificial and
automated intelligence, collision detection, user interface and user control methods,
gameplay, assets and asset management, hardware platforms, development tools
and techniques, integrated development environments, scripting languages,
debugging, testing, software versions and quality assurance.
LO1 Analyse the evolution, impact and possible future of games engines with
regards to game development and expectation
P1 Compare different games M1 Discuss the origin, type D1 Critically analyse each of
engines and explain how and chronological evolution the games engines
their evolution has impacted of games engines, associating evaluated.
on game design and them with influential titles
development. that had a significant impact
on video game design and
development, and explain
how this affected player
expectation.
M2 Provide evidence of
current gaming trends and
technology and use it to
predict the future of games
engines, explaining how this
could affect designers,
developers and gamers.
Textbooks
Gibson, J. (2021) Introduction to Game Design, Prototyping, and Development.
New Jersey: Pearson Education.
Gregory, J. (2018) Game Engine Architecture. 3rd edn. United States: Taylor.
Madhav, S. (2013) Game Programming Algorithms and Techniques.
USA: Addison-Wesley.
Nystrom, R. (2014) Game Programming Patterns. USA: Genever Benning.
Rogers, S. (2014) Level Up! The Guide to Great Video Game Design. UK: John Wiley and
Sons Ltd.
Schell, J. (2014) The Art of Game Design: A Book of Lenses. USA: A K Peters/CRC Press.
Links
This unit links to the following related units:
Unit 42: Game Design Theory
Unit 43: Games Development.