Bachelor of Science in
GAME DEVELOPMENT

Program Description

AUM's Game Development degree program is intended for students interested in computer science and computer graphics. Throughout the program, students work with the latest software as well as hardware technology in the industry. Covering all of the steps starting from conceptual planning to finished product, students will acquire a comprehensive knowledge of not only the development, but also the business models typically implemented in the industry.

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Program Details

In the first two years, students will focus on completing the university’s General Education Program (42 US credits/ 84 ECTS), which introduces five thematic areas: communication, data and quantitative literature, scientific inquiry, arts and humanities, and social sciences. In the third and fourth years, students will focus on topics relevant to their major. 

Program length:

4 years / 8 semesters.

Credits needed to earn the degree:

125 US credits / 250 ECTS 

GPA needed to earn the degree:

2.0 or higher

Degree level:

MQF Level 6

Program Learning Outcomes

Knowledge

Game development is not a stand-alone program; rather, it is made up of intersecting, complementary disciplines. Students will be exposed to: 

a) software engineering

b) computer graphics

c) artificial intelligence

d) animation

e) software architecture 

f) networking

Covering both emerging trends and proven knowledge, the program's content is always relevant and current. This "best of both worlds" combination allows students to understand the connection between realized applied systems and issues they'll likely face professionally in years to come.

Learning Goals

Learning Objectives

Students will become proficient with real-time C++ programming language.

a) Students will demonstrate programming language C++ concepts: class invocation, overloaded operators, STL containers, pointers and templates

b) Students will demonstrate understanding of optimized C++ programming techniques such as data caching, SIMD instructions, return value optimization, proxy objects and implicit conversions. 

 

Student will be able to design and implement real-time networking for Games.

a) Students will demonstrate serialization of game data transmission by TCP/UDP socket programming.

b) Students will demonstrate bandwidth compensation techniques for slow and intermittent network connection using dead-reckoning estimation technique.

c) Students will create deterministic data driven flow in game applications.

 

Students will be able to create and design software architecture systems using Design Patterns technique.

a) Students will demonstrate the ability to identity design patterns used in a program and be able to select an appropriate design pattern to apply to a given problem.

b) Students will demonstrate the ability to design/implement a system using one or more design patterns, such as Factory, Singleton, Observer, Flyweight, Null Object, State, Commander, Composite, Iterator, Object Pool, Visitor and Strategy Patterns.

c) Students will demonstrate the ability to communicate software designs using UML diagrams.

 

Students will understand real-time polygonal video graphics.

a) Students will demonstrate a thorough understand of real-time polygonal graphics covering backface culling, camera, texturing, lighting,  and transformations.

b) Students will be able to use 3D Math (Matrix and Vector) and collision primitives to solve Graphics and simulations problems.

c) Students will be able to implement an efficient graphics rendering system using data friendly buffers, such as Vertex Buffer Objects.

 

Students will be able to design and implement a real-time Game Engine.

a) Students will demonstrate the ability to design/implement an end-to-end game engine, include game system libraries and full graphics pipeline.

b) Students will demonstrate the ability to design/implement  real-time game system components such as Memory, File, Object, Graphics and Math.

c) Students will demonstrate the ability to create asset conversion tools for 3D models and animations.

d) Students will demonstrate the ability to design/implement a 3D keyframe animation system.

 

Students will be able to develop software projects in a local and global environment. 

a) Students will demonstrate understanding issues relating to geographic,.time related, cultural, economic and management issues of global software development.

b) Students should understand Global software project management, including scheduling, estimating, coordinating, and monitoring of global base projects.

c) Students will understand culturally based leadership and conflict resolutions with direct and indirect reporting.

d) Students will be able to coordinate and communicate with distributed developers through asynchronous communication.

e) Students will be able to evaluated and implement different software project management models such as Agile, SCRUM, Test-Driven development and Waterfall.

f) Students should able to use Software configuration management (SCM), including version control usage in a large scale project, including merging, branching, release and bug tracking. 

 

Students will be able understand fundamentals of computer science.

a) Interpret the informal description of an algorithm and translate the description to a program and write tests to determine whether a program solves the intended problem.

b) Analytically determine the running time of a program and validate the analysis experimentally; select an appropriate combinatoric or statistical technique to solve an analytic problem; analyze and select an algorithm based on systems effects.

c) Solve a specific problem by using proper object oriented techniques and selecting appropriate data structures and algorithms and customize them to the problem.

d) Correlate the input of a compiler and its assembly language output. 

e) Criticize a program on the basis of its maintainability and suggest improvements; interpret new APIs and use them in developing computer applications.

 

Students will be able to participate in the game development process from initial concept to finished product.

a) Understand game mechanics: Determining how specific play mechanics will be perceived by the player.

b) Understanding of the Game Narrative design: Creating the individual narrative experience.

c) Design and constructing 3D levels in a Game Engine.

d) Script and program behavior of interactive objects and characters in a level.

e) Combining the editor and programmatic controls (scripting, software) to control behavior.

f) Work in a collaborative team environment: Design, prototyping, recursive development

g) Modify or extend an existing 3D game level for effect.

Competencies

a) Collaborate with a team to develop a medium size computer game from ideation to implementation.

b) Be responsible for planning, and implementing a  medium size computer game.

c) Create all necessary components of a medium size computer game.

 

Teaching & Assessment

In general, the game development program addresses the real-world needs of industry through special, topic-based classes.  Courses are taught with a mixture of theory and applied practice. However, pedagogical approaches and assessments vary substantially form module to module.

Career Opportunities

Full-Stack Game Developer at a game development company.

Video Game Critic for visual and print media outlets.

Augmented Reality Guru at a cutting-edge tech firm.

4-Year Degree Plan Outline

SEMESTER I

COURSE

US CREDITS

  • ENG 101

    3
    English Composition 1
  • BIO 101

    4
    Unity of Life (with lab)
  • HIS 101

    3
    History of the Mediterranean
  • MAT 101

    3
    Introduction to Data Analysis, Probability, and Statistics
  • OPEN

    3
    Free Elective

TOTAL:   16

SEMESTER II

US CREDITS

COURSE

  • CSC 210

    3
    Introduction to C++
  • ENG 102

    3
    English Composition II
  • PHY 101

    4
    Introduction to the Physical Universe (with lab)
  • MAT 230

    3
    Discrete Mathematics
  • REL 101 or ATH 101 or PHI 101

    3
    Arts/Humanities GE

TOTAL:   16

SEMESTER I

US CREDITS

COURSE

  • COM 101

    3
    Communication in a Multicultural Setting
  • CSC 220

    3
    Data Structures
  • PSY 101

    3
    Introduction to Psychology
  • PHI 102

    3
    Applied Ethics
  • OPEN

    3
    Free Elective

TOTAL:   15

SEMESTER II

US CREDITS

COURSE

  • CHE 101

    4
    Introduction to General Chemisty (with lab)
  • CSC 240

    4
    Computer Systems
  • CSC 250

    3
    Computer Science Theory
  • OPEN

    3
    Free Elective

TOTAL:   14

SEMESTER I

US CREDITS

COURSE

  • SOC 101

    3
    Introduction to Sociology
  • CSC 320

    3
    Applied Geometry
  • CSC 330

    4
    Optimized C++
  • ECE 340

    3
    Introduction to Game Design
  • REL 101 or ATH 101 or PHI 101

    3
    Arts/Humanities GE

TOTAL:   16

SEMESTER II

US CREDITS

COURSE

  • CSC 350

    4
    Computer Graphics
  • CSC 360

    4
    Game Design Patterns
  • CSC 380

    3
    Level Design
  • CSC 410

    4
    Game Modification

TOTAL:   15

SEMESTER I

US CREDITS

COURSE

  • CSC 370

    4
    Game Networking
  • CSC 420

    4
    3D Design and Modeling
  • CSC 430

    4
    Game Engine | Development
  • CSC 440

    3
    Game Artificial Intelligence
  • ECE

    3
    Tech Elective

TOTAL:   18

SEMESTER II

US CREDITS

COURSE

  • CSC 450

    4
    Game Engine II Development
  • CSC 460

    4
    Game Physics
  • CSC 470

    3
    Global Software Development
  • CSC 480

    4
    Game Development Project

TOTAL:   15

Kamila Khaziakhmedova
Admissions Officer 

Maria Lia
Admissions Officer

Contact the Admissions Office!

If you have any questions about the admissions process, make sure to contact our admissions team. 

Email: admissions@aum.edu.mt

Phone: +356 2169 6970

 

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