GD1S02 - Level Design 01 Sep 2018 - 31 Aug 2026 | Version 1
Associated Module Information
| Module Code: | GD1S02 | ||
|---|---|---|---|
| Module Title: | Level Design | ||
| Faculty: | Faculty of Business and Creative Industries | ||
| Faculty Group: | Games and Design | ||
| Faculty Sub Group: | Games | ||
| Module Leader: | Dann Rees | ||
| Module Team: | Jackson Rolls-Gray, Jan Palka, Emma Marshman | ||
| First Intended Intake: | SEP 2018 | Final Year of Intake: | |
| Date Closed: | |||
| Credit Value: | 20 | Credit Level: | 4 |
| Language: | English | ||
| Percentage of Module Taught in Welsh: | 0 | ||
| Equivalent Module: | |||
| HECOS codes: | 101268 - computer games design | ||
| HECOS Code Weighting: | 100 | ||
Document Version Information
| Version | 1 |
|---|---|
| Valid From | 01 Sep 2018 |
| Valid To | 31 Aug 2026 |
Module Aims
1. To introduce fundamental principles of game mechanics and level design.
2. To facilitate the practical application of games design theory.
3. To develop practical skills in game engine software and content creation tools.
4. To encourage students to critically analyse their own work and that of others.
Content Summary
This module establishes the connection between the theoretical principles of games design and the practical implementation in engine.
As such, students are required to respond to and re-imagine a number of basic game mechanics creating game levels that engage and challenge the player. The mechanics demonstrate the underlying technical implementations commonly found within game engine templates, allowing students to explore game-play experience in relation to level design principles. Planning, playtesting and iterative design practice will be key to developing successful levels.
Throughout the module students will be expected to engage in independent learning and collaborative practice so that they may further investigate the technical and theoretical principles introduced during taught sessions.
Upon completion of the module students will demonstrate working game-levels and be able to identify the principles applied to those designs.
Learning and Teaching Methods
| Activity Type | Hours |
|---|---|
| Lecture | 4 |
| Project supervision | 2 |
| Demonstration | 8 |
| Practical classes and workshops | 8 |
| Supervised time in studio/workshop | 10 |
| Independent Study | 72 |
| Directed Study | 80 |
| Formative Assessment - Scheduled | 8 |
| Groupwork | 8 |
| Total Hours Selected | 200 |
Learning Outcomes
| # | Learning Outcome |
|---|---|
| LO1 | Design levels by selecting simple game mechanics and applying established level design principles to make fun and engaging game experiences. |
| LO2 | Extend their knowledge of game engines and level design principles through problem solving, independent learning and the critique of work produce. |
Module Requisites
N/A
Assessment Criteria
| Assessment Category | Assessment Type | Description | Duration | Word Count | Weight (%) | Best of? | Pass Mark |
|---|---|---|---|---|---|---|---|
| Asynchronous Assessment | Visual Journal 1 | A personal record of student's learning experiences reflected in images or images and written words. | 0 | N/A | 100 | No | 40 |
Assessment Matrix
| Assessment Type | Learning Outcomes | ||
|---|---|---|---|
| LO1 | LO2 | ||
| Visual Journal 1 | ✔ | ✔ | |