GAME ENGINE FUNDAMENTALS - 2027/8
Module code: DMA1023
Module Overview
Game engines provide powerful toolkits for creating real-time interactive 2D and 3D experiences, including mobile applications, virtual reality environments, video games, and simulations. This module introduces the fundamentals of game engines, with a strong focus on developing foundational skills in scripting and coding. You will learn how programming is used to control behaviours, interactivity, and game logic within a game engine environment. You gain an introduction to the core systems used to build real-time applications, looking at features such as rendering, physics, cameras, user interfaces and pathfinding, while applying scripting techniques to bring these systems to life. Throughout the module, you will gain hands-on experience through guided workshop activities, writing and modifying scripts to create interactive features and behaviours. By the end of the module, you will have developed a solid foundation in programming concepts and scripting practices for game engines, preparing you for further study in game development and interactive media.
Module provider
Music & Media
Module Leader
WEINEL Jon (Music & Med)
Number of Credits: 15
ECTS Credits: 7.5
Framework: FHEQ Level 4
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 1
Prerequisites / Co-requisites
N/A
Module content
Indicative content includes:
- Introduction to game engines
- Programming and integrated development environments
- Variables, operators, selection, functions
- Vectors and forces
- Version control and asset management
- Cameras and rendering
- Animation graphs
- Physics systems and collision detection
- Player input and control systems
- Audio systems
- User interface (UI) systems
- Pathfinding and navigation
- Testing, debugging, and optimisation techniques
- Building applications
Assessment pattern
| Assessment type | Unit of assessment | Weighting |
|---|---|---|
| Coursework | Coursework Portfolio and Reflective Repot | 100 |
Alternative Assessment
N/A
Assessment Strategy
The assessment strategy is designed to provide you with the opportunity to develop and demonstrate your knowledge and understanding of game engine fundamentals. It is designed to assess both your theoretical and practical work based on the topics covered on the module.
Assessment 1: Coursework Portfolio and Reflective Repot
You will be challenged to create a series of small-scale projects using a 3D game engine, and will provide a reflective report documenting your work. Throughout this module feedback will be available from the tutors. During the labs, tutors will ask students to share work-in-progress and give feedback which helps students to refine and improve their work.
Formative assessment and feedback are integrated throughout the module during the lectures and labs. The labs will have structured tasks which students will carry out, and they will receive individual feedback on their work in progress from the tutor during these sessions. This will allow students to improve their work and address any issues they may be having throughout the module. These tasks will form the basis for the coursework portfolio, and so students will have been able to refine their projects in response to tutor input in advance of the coursework deadline. A dedicated session will look at how to approach the reflective report and give clear signposting for how to structure this element, and what to include in order to evidence their work. Students will be encouraged to share drafts of their report with the tutor ahead of the deadline, so they can also receive feedback on this element of the assignment. As the main assessment deadline approaches, students will have dedicated coursework support workshops ensuring they are able to deliver their projects within scope and on time.
Module aims
- Introduce the fundamental systems used in game engines
- Provide a foundation in scripting techniques for game engines
- Develop an understanding of the technical volcabulary used in games development
- Provide experience using an industry-standard game engine through guided tasks
- Introduce students to the process of reflecting on their practical work
Learning outcomes
| Attributes Developed | ||
| 001 | Demonstrate the use of introduction-level scripting techniques for game engines | KCPT |
| 002 | Demonstrate guided use of game engine systems to implement simple game mechanics | KPT |
| 003 | Produce a portfolio of small-scale demo projects using a game engine | KCPT |
| 004 | Communicate and reflect on the applied use of game engine systems | KPT |
Attributes Developed
C - Cognitive/analytical
K - Subject knowledge
T - Transferable skills
P - Professional/Practical skills
Methods of Teaching / Learning
The learning and teaching strategy is designed to develop your knowledge and understanding of game engine fundamentals. Students will be introduced to the fundamental systems used by game engines, and will have the opportunity to put these into practice through a range of guided practical tasks, allowing them to gain familiarity with an industry-standard game engine.
The learning and teaching methods include lectures and lab tasks. Lectures will cover the theoretical background to each of the topics covered. The lab sessions will focus on practical work, allowing students to explore tools and techniques in a structured and supportive context where individual feedback is available from the tutors.
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: DMA1023
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 introduces technical skills in coding and real-time game engines. These skills are used in the games industry, creative industries and IT sectors. Learning how to use code and game engines prepares students to work in a range of possible creative and technical roles within these sectors. 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 coding skills andtheir understanding of how game engine technologies can be used to design interactive digital experiences. Global and Cultural Capabilities: The module recognises that games technologies 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 with game engines requires persistence, experimentation, and problem-solving. Students will be challenged to design, test, and debug their projects, 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 2027/8 academic year.