COMP08xxx Assessment Trimester 3 session 2009-10
The Computing Project


Specification:


This is best done in a team, so before you start you must contact the module deliverer to be placed in a group, probably of 2-3 students. The purpose of the module is to do a practical and worthwhile research project and report back on the lessons learned through the development. This allows the student to: (I) refine existing or gain new technical skills (ii) see a project through from start to finish under proper project management control (iii) reflect back upon an open-ended development to think about what it meant for the student as a developer.


Each team will take a defined and agreed project, define what the outcomes of the project will be, create a plan for the 12 weeks of the project, create a personal essay looking back on the project, and present these back to the module deliverer for assessment.


Typical projects might include:
  • investigate, install and create a small game using Microsoft XNA Studio in C#;
  • investigate, install and create a small game using Scratch for Second Life;
  • investigate, install and create a small game using Microsoft Kodu under Windows;
  • investigate, install and create a small game using Java on a Google Android platform;
  • investigate, install and create a small game using Apple Objective C for the iPhone, iPod Touch or the iPad;
  • investigate, install and create a small game using the GameBryo engine;
  • a similar project of your own (team) definition


As each project has a set of unknowns, it is necessary to agree the project with the module deliver in order to ensure the project is of the necessary standard and is do-able.


In each case you should produce the following:


  1. a project plan (10%) – outlining what is to be done each week, deadlines to be met, tasks allocated per team member; to be handed by the end of week 1 of the project commencing to the module deliverer by email;
  2. a set of documents that illustrate the game developed (80%), including – outline (2-3 pages max) game design document, 5 screen shots of the game in play, 1-minute vid-cap of the gameplay, copy of the playable game, sources of all imagery and sounds used, detail of who did what, and, a demonstration of the game to the module deliverer; to be handed in by the end of week 10;
  3. a personal reflection upon the development (10%), including reflections upon – how well the plan fitted what actually happened, personality issues, the usefulness of the development product; to be handed in by the end of week 12.


There is an onus on you to act professionally and ethically with respect to their own actions, how they relate to others, how they act in relation to third party IPR, etc. If in doubt, ask the module deliverer.



Marking scheme for each of the above:


A – the piece is performed and presented to a professional standard equal to that which would be expected in a commercial game development
B1 – the piece covers all the bases required for a competent submission
B2 – the piece is sound, but has one or two flaws that would need reworking
C – the piece is of acceptable, if minimum, quality
D – the piece needs reworking in its present form
E – the piece needs reworking from scratch

F – there is little evidence of any personal work having been being done