Students
Tuition Fee
Not Available
Start Date
2026-09-01
Medium of studying
Not Available
Duration
Not Available
Details
Program Details
Degree
Bachelors
Major
Computer Programming | Game Design | Software Development
Area of study
Arts | Information and Communication Technologies
Course Language
English
Intakes
Program start dateApplication deadline
2026-09-01-
2027-09-01-
About Program

Program Overview


Introduction to Game Programming Module

The Need to Know Code! - Introduction to Game Programming module provides a rigorous grounding in the programming techniques necessary for creating video games. This module explores programming using established languages such as C# or C++, and introduces object-oriented approaches used in the video games and IT industries.


Module Overview

This module takes students through the fundamental principles of computer programming as applied to the context of making video games. It covers areas such as programming environments and tools, data types, variables, operations, scope, functions, and selection. Students will also explore concepts such as memory, bits, and bytes, and gain fluency in coding and problem-solving as they develop their ability to program game mechanics.


Module Details

  • Module Code: ELI1041
  • Module Provider: Literature & Languages
  • Module Leader: WEINEL Jon (Music & Med)
  • Number of Credits: 15
  • ECTS Credits: 7.5
  • Framework: FHEQ Level 4
  • Module Cap: N/A

Student Workload

  • Independent Learning Hours: 96
  • Lecture Hours: 24
  • Laboratory Hours: 12
  • Guided Learning: 12
  • Captured Content: 6

Module Availability

  • Semester: 2

Prerequisites / Co-requisites

  • None

Module Content

  • Overview of programming, scripting, and operating system structures
  • Programming fundamentals
  • Variables, functions, logic, and conditionals
  • Control flow, Input/Output
  • Event-driven models
  • Objects/Classes
  • Controlling images and sound
  • Embedded scripting
  • Introduction to game engines and game creation
  • Creative coding
  • Using assistive tools

Assessment Pattern

Assessment Type Unit of Assessment Weighting
Coursework Weekly Lab Tasks 30
Project (Group/Individual/Dissertation) Programming Project (1000 words) 70

Alternative Assessment

  • None

Assessment Strategy

The assessment strategy is designed to provide students with the opportunity to demonstrate achievement of the module learning outcomes. Laboratory seminar discussions with ongoing tutor feedback assess transferable skills, subject knowledge, and cognitive/analytical skills.


Module Aims

  • Introduce fundamental concepts of programming for games
  • Explore how code relates to computer architecture and memory
  • Provide students with a grounding in the use of key concepts such as data types, variables, operations, scope, functions, and selection
  • Develop object-oriented thinking for designing classes
  • Equip students with deeper knowledge of how code can be used to design game mechanics and solve problems
  • Facilitate students' exploration of game engines, real-time rendering, code frameworks, and programming languages applicable to game design

Learning Outcomes

Attributes Developed
001 Identify basic programming concepts and applications to design simple video game mechanics CPT
002 Communicate coding and scripting terminology and competence with software development and technologies KPT
003 Utilize appropriate game logic and game data to respond to problems with coding design techniques to create and modify games KCPT
004 Evaluate coding architectures and applications and game engines and apply this to aspects of game design KCPT
005 Select, test, and make appropriate use of software, processes, and environments to create working game effects in code KCP
006 Determine the output of a game-oriented program based on its source code or script KCP
007 Design and present a portfolio of functional coding outputs and reflect on these in appropriately critical academic language KCPT

Attributes Developed

  • C - Cognitive/analytical
  • K - Subject knowledge
  • T - Transferable skills
  • P - Professional/Practical skills

Methods of Teaching / Learning

The learning and teaching strategy includes a combination of lecture materials, laboratory seminars, captured content, guided learning, and independent learning. Students engage with preparatory reading, creative design work, and in-class exercises to develop their coding skills and knowledge.


Reading List

Upon accessing the reading list, please search for the module using the module code: ELI1041


Other Information

The School of Arts, Humanities & Creative Industries is committed to developing graduates with strengths in Employability, Digital Capabilities, Global and Cultural Capabilities, Sustainability, and Resourcefulness and Resilience. This module is designed to allow students to develop knowledge, skills, and capabilities in these areas.


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