MSc Computer Games & Entertainment
Course Content
(1) Advanced programming:
Gives students a strong basis in programming development in the context
of the Games and Entertainment industries. From Z-buffering to lighting
calculations, weather effects, curved surfaces, multiple layer Internet
gaming, network programming, many of the major techniques needed to
develop a competitive game engine shall be covered. Object Oriented
programming represents the core methodology upon which the course is
based using the C++ programming language, scripting (Python or Lua) and
other technologies (such as Java for mobile, casual, on-line games;
assembly for debugging). The course also puts an emphasis on special
topics of current (and future) concern to the industry: procedural
programming, multicore parallel processing and design.
(2) Games & Interactive Entertainment Industries
Gives students a solid understanding of the industries of computer
games and interactive entertainment, inclusive of special effects for
films and animations. Gives an overview of the industries and teaches
students the main management methods used in practice. Main topics
covered include:
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(i) How the industry works across all the domains. (ii) How games are
made: considering games development from concept to shrink wrap. How
development is different for different domains. Approaches to
developing games, the use of middleware and tools. (iii) Team work: The
role of the team within development. How to make teams work (Tuckman,
Empowerment, psychology, etc.). Highlights the positive sides of crunch
and the deathmarch, but also highlights the issues of those approaches.
(iv) Entrepreneurship: How to do it yourself; IP; marketing; hiring,
etc.
(3) Computing in Geometry, Graphics and Vision
Gives students a strong basis in the mathematics and theory (e.g.,
perception) which is fundamental to the development of modern games,
special effects, and entertainment systems. The course is divided in 3
core modules.
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The first module is focused on computational geometry. Advances cover
state-of-the-art issues, such as: flocking behaviors (animation of
crowds), space syntaxes (used in architecture and urban development),
3D bucketing and parallel processing. The second module begins with the
fundamentals of computer graphics, including rendering techniques, 2D
and 3D graphics (in interaction, representations). The advances cover
the recent issues in graphics, including Non-Photorealistic Rendering
(NPR), procedural algorithmics, growth and evolutionary systems, etc.
Finally, the third module begins with human perception (mainly visual),
and then proceeds with the field of computer vision (including image
processing and pattern recognition).
Options
A pair of two options is then selected by the students (such as AI in
games, audio-visual processing, physics in games).
Final Project
Finally, students will undertake a project towards their dissertation.
The project will be based on a theme, e.g.,“Myths and Legends.” The
goal will be for each student to create a playable game on a common
platform (e.g., a PC or handheld device or console or mobile phone).
The project will be structured such that it demonstrates the use of
skills, knowledge and programming techniques learned in each of the
three core units. A library of art assets will be made available to
help populate a game according to the selected theme. Working in small
teams, students will be required to build a level of a complete “First
Playable” Prototype Game (or “The Vertical Slice”) for PC, or consoles
or mobile platforms of a quality to be suitable to be shown to a
Publisher.
Assessment
Exams, coursework, essays, final project and dissertation.
Attendance
The taught programme is organised into three terms (full-time). The
Autumn term runs from early October to mid-December, the Spring term
from mid-January to the end of March, and the Summer term runs,
typically, from late April to mid-September. Taught courses, including
options, are given during the Autumn and Spring terms, while the Final
project takes place during a Summer term (in the second year for
part-time students).
Fees
Please see Fees for up-to-date information on fees. Please note: fees are quoted per year of study.