Module Information

Module Identifier
Module Title
Computer Graphics and Games
Academic Year
Semester 1
Reading List
Other Staff

Course Delivery



Assessment Type Assessment length / details Proportion
Semester Assessment Semester Assessment  Practical assignment, report and accompanying source code and data. 3000 Words  50%
Semester Exam 2 Hours   Semester Exam  50%
Supplementary Assessment Practical assignment, report  and accompanying source code and data. Students must resit failed examination and/or resubmission of failed/non-submitted assignment work 3000 Words  50%
Supplementary Exam 2 Hours   Exam  Students must resit failed examination and/or resubmission of failed/non-submitted assignment work  50%

Learning Outcomes

On successful completion of this module students should be able to:

Demonstrate an awareness of the variety of hardware and software technologies that allow the creation of graphics and games applications.

Understand and apply vectors and matrices to perform 2D and 3D transformations.

Critically review and apply different lighting models and rendering techniques.

Critically review and apply algorithms for modelling a variety of objects/visual phenomena.

Utilise the main elements of a 3D games engine, including collisions, physics states and AI.

Critically review and apply and design patterns (software engineering) in the context of game engines.

Design and implement software for modern game engines using appropriate software engineering techniques.

Brief description

Modern game engines are sophisticated tools utilising modern software engineering technics. This module will teach core design principals used to create modern games and real-time graphical systems. We will cover the main algorithms and ideas behind rendering, implementing behaviours, AI and designing complex interactive systems.


This module provides the basis for programming 3D computer graphics and games using modern game engines. Theoretical concepts are introduced and how they are translated into real-time, interactive applications.


Developing Interactive Systems: Modular design, Behaviours and AI.
Software Design Patterns in games: Software engineering principals in Game Development.
Graphics: Lighting and shading, surface textures and materials.
Graphics Algorithms and Data Structures: Rendering pipeline, shaders, hidden surface removal.
Modelling and Motion: triangular meshes, animation and skeletal animation.
Math for Games and Graphics

Module Skills

Skills Type Skills details
Application of Number Manipulation of objects in 2D and 3D space, using Vectors and Matrix transformation.
Communication Written communication through report/blog
Improving own Learning and Performance Self guided learning in particular reading documentation will be necessary for completion.
Information Technology By Default
Personal Development and Career planning Students will develop a portfolio piece.
Problem solving Critical thinking and problem solving are required for software development
Research skills Reading documentation
Subject Specific Skills Yes


This module is at CQFW Level 6