FIT2096 Games programming
Faculty of Information Technology
FIT2096 Games programming is a level 2, 6-credit-point, undergraduate unit from the Faculty of Information Technology, offered in 2026 in Semester 1 at Clayton. It needs FIT1053, FIT1045 or FIT1048 and unlocks 2 units.
- Credit points
- 6
- Offered in 2026
- Semester 1
- Clayton
- Assessment
- No exam
- 1 task
- Workload
- 144 hours
- per semester
This is the 2026 handbook entry. See the 2027 entry.
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Requisites
Before FIT2096
Prerequisites
Pass these before you enrol.
After FIT2096
2 units list FIT2096 as a prerequisite or corequisite.
Overview
Programming for games requires a strong understanding of how various components of a game engine work and how game mechanics can be constructed using these systems. This unit introduces you to fundamental game programming principles using an object-oriented approach in the C++ language. Programming knowledge is expected coming into the unit, however this does not have to be C++.
A number of techniques will be covered, including the core game program loop, game physics, artificial intelligence agents, 3D rendering and dynamic user interfaces. Underpinning this will be the use of fundamental mathematical principles for working with computer graphics and game interactions.
Offerings in 2026
| Teaching period | Campus | Mode |
|---|---|---|
| First semester | Clayton | On campus |
Assessment
- Learning Project PortfolioPortfolioCompetency hurdle100%
Assessment details may change. Please refer to the assessment information in Moodle closer to the start of the teaching period.
Learning outcomes
When you finish this unit, you should be able to:
- 1
Create software artefacts which use vectors and quaternions to implement object movement, physics and collisions in game programming;
- 2
Prototype games that use 2D & 3D rendering techniques, including textures, models and cameras using industry standard game engines;
- 3
Create game prototypes which implement game loops using event based game architectures;
- 4
Design and build user interfaces for games which align to contemporary accessibility standards;
- 5
Implement game prototypes that incorporate appropriate AI agents within the core gameplay experience.
Workload and teaching
- Workshops12 hours
- Laboratories36 hours
- Teaching approachActive learning
Minimum total expected workload to achieve the learning outcomes for this unit is 144 hours per semester typically comprising a mixture of scheduled online and face to face learning activities and independent study. Independent study may include associated reading and preparation for scheduled teaching activities.
Learning resources
Required resources
There is no required textbook in this unit. All required resources will be accessible via the unit Moodle website.
Technology resources
This unit will use Unreal Engine, Visual Studio Community Edition and Jetbrains Rider for Unreal Engine to apply the games development coding practices. All software is available at no cost to students through their respective websites.
Unreal Engine: https://www.unrealengine.com/en-US/
Visual Studio Community: https://visualstudio.microsoft.com/vs/community/
Jetbrains Rider: https://www.jetbrains.com/lp/rider-unreal/
The software will be available to students in FIT laboratories, however having access to this software outside of class time is recommended for undertaking study and working on assignments.
Where it fits
FIT2096 is part of 2 areas of study in the 2026 handbook.
Contacts
- Chief Examiners
- Mx Josh Olsen
Common questions
What can I take after FIT2096?
FIT2096 is a prerequisite or corequisite for 2 units, including FIT3097 and FIT3187.
When is FIT2096 offered?
In 2026, FIT2096 runs in Semester 1 at Clayton.
How much work is FIT2096?
The handbook expects about 144 hours of study across the semester. No students have rated its difficulty yet.
Does FIT2096 have an exam?
No. FIT2096 has 1 assessment task and no exam.
Which majors and minors include FIT2096?
FIT2096 is part of Games and immersive media; and Games development.