In third year we had an entire module dedicated to the different components that make up a complete game engine. The assessment for this module was based entirely around a solo project, where we had to choose one aspect of a game engine and develop it. I chose to develop a 2D physics engine, as I was interested in understanding how each step of the process worked, from the simulation of rigid bodies through to collision detection and resolution.
One of our modules in third year was focussed on exploring agile development techniques, culminating in a group project that we managed in an agile fashion, using scrum. We had to treat our tutors like clients, asking them about what they wanted from the solution, creating user stories from these requirements and turning them into backlog items. The project itself was to create a Collada model importer for XNA, able to import the model’s skeleton, mesh, skinning and animation data, packaged with an app to view these models and outputting complete logs of the importing process.