CE318-6-AU-CO:
High-Level Games Development
2025/26
Computer Science and Electronic Engineering (School of)
Colchester Campus
Autumn
Undergraduate: Level 6
Current
Thursday 02 October 2025
Friday 12 December 2025
15
27 March 2025
Requisites for this module
CE217 or CE218
(none)
(none)
(none)
(none)
BSC G610 Computer Games,
BSC G612 Computer Games (Including Year Abroad),
BSC G620 Computer Games (Including Foundation Year),
BSC I610 Computer Games (Including Placement Year),
BSC G111N1 Computing,
BSC G112N1 Computing (Including Year Abroad),
BSC G113N1 Computing (Including Placement Year)
This module provides an introduction to the core programming and modelling techniques necessary to develop engaging 3D games. It focuses on hands-on learning, enabling students to explore the practical aspects of game development.
The module examines the application of object-oriented programming principles and is tailored for students with prior programming experience, though no previous background in game development is required. Additionally, it explores the design, implementation, and optimisation of 3D games while covering key aspects such as game architecture, AI, graphics, and gameplay mechanics.
The aims of this module are:
- To equip students with the knowledge and practical skills to design and develop 3D games using industry-standard tools and programming practices.
- To provide students with an understanding of foundational and advanced techniques for 3D game development.
- To enable students to apply object-oriented programming principles in game design and implementation.
- To enable students to develop AI behaviours, graphic effects, and gameplay mechanics to enhance game interactivity and realism.
By the end of this module, students will be expected to be able to:
- Identify and explain the core principles of 3D game architecture and object-oriented programming as they relate to game development.
- Demonstrate the ability to design and implement a fully functional 3D game, incorporating foundational game mechanics.
- Present a range of AI behaviours for non-player characters (NPCs) to enhance gameplay interactivity and challenge.
- Analyse and evaluate advanced graphic effects and game objects to enrich the visual and interactive elements of a game.
- Assess and refine game performance and user experience through debugging, testing, and iterative improvement.
Outline Syllabus (indicative)
- Recap of essential mathematics for 3D games, and how to implement the associated routines, and to use them in existing libraries
- Software architecture for games
- Game content and the content pipeline
- 3D modelling and simulation.
- Physics modelling.
- Detecting and reacting to collisions.
- Lighting and cameras.
- Scene graphics.
- Game mechanics
- The game loop
- Case study: from design to implementation of a complete 3D game.
- Efficiency tuning
- Tips and tricks for ensuring your game meets the required frame rate
- Analysis of inefficient program code and how to fit it.
This module will be delivered via:
- Lectures and Laboratories
This module does not appear to have a published bibliography for this year.
Assessment items, weightings and deadlines
Coursework / exam |
Description |
Deadline |
Coursework weighting |
Coursework |
Progress Test 1 (In person, MCQ Moodle Test, Closed Book) |
|
15% |
Coursework |
Progress Test 2 (In person, MCQ Moodle Test, Closed Book) |
|
15% |
Coursework |
Assignment - Part 1 (Game Prototype and Design) |
|
20% |
Coursework |
Assignment - Part 2 (Final Game, Report and Presentation) |
|
30% |
Practical |
Practical Lab Exercises throughout the term |
|
20% |
Exam format definitions
- Remote, open book: Your exam will take place remotely via an online learning platform. You may refer to any physical or electronic materials during the exam.
- In-person, open book: Your exam will take place on campus under invigilation. You may refer to any physical materials such as paper study notes or a textbook during the exam. Electronic devices may not be used in the exam.
- In-person, open book (restricted): The exam will take place on campus under invigilation. You may refer only to specific physical materials such as a named textbook during the exam. Permitted materials will be specified by your department. Electronic devices may not be used in the exam.
- In-person, closed book: The exam will take place on campus under invigilation. You may not refer to any physical materials or electronic devices during the exam. There may be times when a paper dictionary,
for example, may be permitted in an otherwise closed book exam. Any exceptions will be specified by your department.
Your department will provide further guidance before your exams.
Overall assessment
Reassessment
Module supervisor and teaching staff
Dr Katerina Bourazeri, email: a.bourazeri@essex.ac.uk.
Dr Katerina Bourazeri
School Office, email: csee-schooloffice (non-Essex users should add @essex.ac.uk to create full e-mail address), Telephone 01206 872770
Yes
No
Yes
Available via Moodle
Of 14 hours, 8 (57.1%) hours available to students:
6 hours not recorded due to service coverage or fault;
0 hours not recorded due to opt-out by lecturer(s), module, or event type.
* Please note: due to differing publication schedules, items marked with an asterisk (*) base their information upon the previous academic year.
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