Semester One

100-level

COSC121
Introduction to Computer Programming
Description
Computer programming in a high-level language with special emphasis on style and structure. This course is a prerequisite for COSC122 and higher level Computer Science, Computer Engineering and Software Engineering courses. It is an alternative to COSC131, with both courses teaching the fundamentals of computer programming using the Python language and can be taken by students who have no previous programming background. Topics include expressions, assignment, selection and iteration, structured data (lists, dictionaries, tuples, arrays), functional decomposition, file processing, and an introduction to object-oriented programming.
Occurrences
Semester One 2024
Points
15 points
Restrictions

200-level

PROD221
Game Design in Context
Description
This course explores a wider view of games and society. Topics include: 1. Ethics, Social Issues, and Games: How are various segments of the population portrayed in games? Specific focus will be on the representation of women and minorities in games, discussions of violence in games, games addiction, and how design choices affect, and are affected by, society. 2. Applied Games: Games are primarily used for entertainment purposes. But many argue that they could and should also be used for other purposes where motivation is important, such as games for learning, games for training, games for health, and games for behaviour change. 3. Bi-culturalism in Games: Maori themes and motivations in games are important in the New Zealand context. How can game designers better support a Maori audience specifically, and various cultures more generally?
Occurrences
Semester One 2024
Points
15 points
Prerequisites
one of COSC101 or PROD121 or DIGI101

PROD223
Immersive Game Design
Description
This paper introduces students to the technologies and techniques used to create Virtual Reality (VR) and Augmented Reality (AR) experiences. Students will design and build games using VR and AR head-mounted displays, 6-degree-of-freedom motion controllers, depth cameras, and other leading-edge technologies, such as Arduino-controlled input and output. We will look at three main topics: 1. The Human Sensory Systems: What are the strengths and weaknesses of the main human senses of vision, audio, haptics (touch), smell and taste? 2. Multi-sensory Technologies: What technologies exist to deliver content to each of these senses? 3. Holistic Design: What are the design concerns when choosing an appropriate set of sensory "displays" for immersive experiences? Which types of cues are needed for a given user/task/environment combination?
Occurrences
Semester One 2024
Points
15 points
Prerequisites

PROD241
Character Design
Description
In this course, students will learn about designing and developing multi-dimensional and engaging characters and creatures, ranging from animals to humans to completely alien, for games and other forms of media. The development of character begins with history, backstories and narratives, to provide context to a character’s motives, behaviours and actions. This narrative leads to the design of the visual aesthetics of a character, from their physical forms and distinguishing characteristics, to how this impacts their dynamic movements and animation, and the clothes that they wear and the accessories that they use. Students will bring these characters to life in 2D and 3D, building on the tools and techniques they have learned in PROD142, and expanding into motion and movement through rigging, animation, and motion capture. Throughout the course, students will look at famous examples of character and creature design for Maori and other cultures in both modern media portrayals as well as history and mythology.
Occurrences
Semester One 2024
Points
15 points
Prerequisites

300-level

PROD321
Interactive Computer Graphics and Animation
Description
In this paper, students will learn about the technical aspects of how moving images are generated for use in video games. This includes topics such as geometric modeling, the rendering pipeline, the use of various texturing techniques, and programmable shaders. In addition, students will learn various techniques for making objects move, such as forward and inverse kinematics, behavioural animation, and physically-based animation.
Occurrences
Semester One 2024
Points
15 points
Prerequisites

Semester Two

100-level

ARTH111
Contextualising Art: An Introduction to Art Theory
Description
A study of theories of art through central texts, from the 18th century to the present day.
Occurrences
Semester Two 2024
Points
15 points
Restrictions
ARTT101

PROD112
Digital Modelling for Design
Description
The goal of this course is to provide students with an opportunity to develop their digital design, 3D modelling, and prototyping skills. Students will be introduced to multiple methods for digital creation, including production of prototypes, technical drawings, and visual renderings for concept presentation. Students will experience design software and design techniques used in industry, giving insight into the digital design processes they may employ in their future career.
Occurrences
Semester Two 2024
Points
15 points

COSC121
Introduction to Computer Programming
Description
Computer programming in a high-level language with special emphasis on style and structure. This course is a prerequisite for COSC122 and higher level Computer Science, Computer Engineering and Software Engineering courses. It is an alternative to COSC131, with both courses teaching the fundamentals of computer programming using the Python language and can be taken by students who have no previous programming background. Topics include expressions, assignment, selection and iteration, structured data (lists, dictionaries, tuples, arrays), functional decomposition, file processing, and an introduction to object-oriented programming.
Occurrences
Semester Two 2024
Points
15 points
Restrictions

200-level

PROD222
Gaming Project Studio 1
Description
This course allows students to create substantial immersive experiences using techniques such as structured brainstorming, rapid prototyping (fail often, fail early), constructive critiquing, and iteration. Students will create several major works during the course, working in teams, formally presenting their ideas, and working with client constraints. Several technologies will be introduced, such as collaborative project management and tracking tools, code repositories, and presentation software.
Occurrences
Semester Two 2024
Points
30 points
Prerequisites
1) one of PROD101, PROD142 or SENG201; and 2) either PROD121 or PROD223

300-level

PROD381
Special Topic: User Interface Design
Occurrences
Semester Two 2024
Points
15 points
Prerequisites
Subject to the approval of the Head of School.
Restrictions

Not Offered Courses in 2024

Semester Two

200-level

PROD243
World Building
Description
From microscopic worlds to entire universes, ancient history to the far future, earth-like to fantastical alien worlds, the setting in which a story takes place in is as important as the characters who are described. In this course, students will learn about creating real and fictional worlds for games, considering aspects as diverse as geology, geography, plant and animal life forms, history, culture and religion. Students will learn about how to design a world which ties into the game design and story, and which fits and encourages different styles of play. Students will need to understand the technical limitations of the games they are working on, and how the worlds they build can meet those restrictions, but also help hide the limitations from the players. Students will learn how lighting and set dressing can be used to great advantage in increasing the immersiveness of worlds.
Occurrences
PROD243-24S2 (C)
Semester Two 2024 - Not offered
For further information see PROD243 course details
Points
15 points
Prerequisites