GAMES TECHNOLOGIES - 2026/7

Module code: DMA2018

Module Overview

Games technologies enable the generation of engaging 3D experiences, but behind the graphics and sounds, code is what makes it all possible. Building on earlier programming units, this module goes deeper into the ways in which progamming can be used to improve performance, optimise workflows, and extend the capabilities of game engines. Using programming languages such as C++ or Python, you will explore how programming can be used in conjuction with visual scripting in the context of modern game engines, and develop your understanding of how and why these workflows are used in industry. You will learn about ways to create specialist tools and systems for purposes such as procedural content generation, simulation systems such as flocking behaviours, and more. This technical module complements the art and design strands of the degree programme, empowering you to do more with games technology, opening doors to exciting professional roles in areas such as gameplay programming, technical design, and technical art.

Module provider

Music & Media

Module Leader

WEINEL Jon (Music & Med)

Number of Credits: 15

ECTS Credits: 7.5

Framework: FHEQ Level 5

Module cap (Maximum number of students): N/A

Overall student workload

Independent Learning Hours: 96

Lecture Hours: 12

Laboratory Hours: 24

Guided Learning: 12

Captured Content: 6

Module Availability

Semester 2

Prerequisites / Co-requisites

N/A

Module content

Indicative content includes: 

  • Programming techniques and their application in 3D game engines alongside visual scripting tools.
  • Developing specialist tools and pipeline assets to support efficient game production workflows.
  • Procedural content generation and system design. Simulation systems, including flocking behaviours and other dynamic systems. 
  • Implementation and optimisation of game mechanics using code. 
  • Automation of technical art workflows, including asset management and pipeline tasks. 
  • Graphics programming and APIs relevant to engine and tool development. 
  • Performance analysis, profiling, and optimisation of code and assets. 
  • Writing clear and professional technical documentation. 
  • Exploration of emerging video game tools, technologies, and industry practices. 
  • Preparation of work to support professional portfolios and demonstrate technical competence.

Assessment pattern

Assessment type Unit of assessment Weighting
Coursework Development Project and Report 100

Alternative Assessment

N/A

Assessment Strategy

The assessment strategy enables students to demonstrate achievement of the module learning outcomes by applying programming skills to the design and development of functional game mechanics, tools, and systems within a modern game engine. Assessments evaluate the ability to design, implement, and optimise technical solutions; develop specialist tools or pipeline assets; apply professional coding standards and best practices; and document and reflect on technical processes and design decisions. Students will also demonstrate problem-solving, critical thinking, and adaptability in their technical approaches while producing professional outputs suitable for portfolio development and employability.

Assessment 1: Development Project with Report

This assessment challenges students to build upon the areas introduced earlier in the module by developing their own game engine tool, prototype, solution, or specialist system. Students will research, design, and implement a technical project, accompanied by a reflective report that documents and critically evaluates their processes, rationale, and learning outcomes. 

Formative feedback will be provided through lab sessions and one-to-one tutor support, including guidance on the practical challenges of the module. Students will receive feedback on work-in-progress, helping to consolidate professional standards, reflective practice, and resilience in tackling technical challenges. Additional feedback mechanisms may include peer review, informal demonstrations, and tutorials on emerging tools and workflows, based on the projects students decide to develop as the module progresses.

Module aims

  • Develop the ability to design game and optimise game mechanics by integrating visual scripting and coding techniques.
  • Explore the use of programming to extend and customise game engine functionality, creating new tools or assets.
  • Build understanding of the role of code in optimisation, performance, and efficient asset management.
  • Encourage reflective and critical approaches to technical design decisions, documenting rationale and development processes.

Learning outcomes

Attributes Developed
001 Demonstrate understanding of programming to extend game engine functionality KCPT
002 Implement game mechanics by integrating programming and visual scripting KCP
003 Develop an understanding of the role of code in optimisation and pipeline processes KP
004 Reflect on and document technical design processes using appropriate terminology. CT

Attributes Developed

C - Cognitive/analytical

K - Subject knowledge

T - Transferable skills

P - Professional/Practical skills

Methods of Teaching / Learning

The learning and teaching strategy has been designed to develop the technical expertise of students in programming, visual scripting, and game engine workflows through practical problem-solving and creative experimentation. Students will use their coding skills to implement game systems and solutions while engaging in reflective practice to evaluate their processes and decisions. The module fosters resourcefulness, resilience, and professional standards, preparing students for technical roles in game development and related creative industries.

The learning and teaching methods are based on lectures and labs. Lectures introduce key theoretical concepts and demonstrate practical techniques, providing space for active discussion and enquiry. The workshops/labs provide hands-on experience of working with code in the context of modern game engines. Students will share and discuss work-in-progress, receive feedback, and refine their approaches. Independent experimentation and research is encouraged, and relevant reading and digital resources will also be recommended.

Indicated Lecture Hours (which may also include seminars, tutorials, workshops and other contact time) are approximate and may include in-class tests where one or more of these are an assessment on the module. In-class tests are scheduled/organised separately to taught content and will be published on to student personal timetables, where they apply to taken modules, as soon as they are finalised by central administration. This will usually be after the initial publication of the teaching timetable for the relevant semester.

Reading list

https://readinglists.surrey.ac.uk
Upon accessing the reading list, please search for the module using the module code: DMA2018

Other information

The Department of Music and Media is committed to developing graduates with attributes encompassing Employability, Digital Capabilities, Global and Cultural Capabilities, Sustainability, and Resourcefulness and Resilience. 

Employability: This module deepens the technical expertise of students and their problem solving abilities when working with games technologies. These skills complement a range of specialist disciplines and industry roles, preparing students for work in roles such as gameplay programming, technical design, technical art, technical audio design and others. 

Digital Capabilities: Digital capability is fundamental to this module, which immerses students in the technologies and workflows used across professional game development. Through this work, students develop not only their coding skills but also their understanding of how different technologies interact to support complex production processes. 

Global and Cultural Capabilities: The module recognises that games technology and digital tools are part of a global creative and technical ecosystem. Where relevant, students are encouraged to consider how technical tools, workflows, and coding practices are shared and adapted across diverse studios, cultures, and platforms worldwide.

Sustainability: Where relevant this module will encourage students to engage with sustainable production practices. Students will consider aspects such as efficiency in code and the implications and impact of AI technologies within modern workflows.

Resourcefulness and Resilience: Developing technical systems within game engines requires persistence, experimentation, and problem-solving. Students will be challenged to design, test, and debug their own code and tools, learning to adapt to problems and revise their solutions based on feedback. These activities help students to build confidence, independence, and the resilience required to work effectively in professional technical and creative contexts. 

Please note that the information detailed within this record is accurate at the time of publishing and may be subject to change. This record contains information for the most up to date version of the programme / module for the 2026/7 academic year.