GD1D01 - Building Worlds 01 Sep 2018 - 31 Aug 2026 | Version 1
Associated Module Information
| Module Code: | GD1D01 | ||
|---|---|---|---|
| Module Title: | Building Worlds | ||
| Faculty: | Faculty of Business and Creative Industries | ||
| Faculty Group: | Games and Design | ||
| Faculty Sub Group: | Games | ||
| Module Leader: | Dann Rees | ||
| Module Team: | Jan Palka, Jackson Rolls-Gray, Emma Marshman | ||
| First Intended Intake: | SEP 2018 | Final Year of Intake: | |
| Date Closed: | |||
| Credit Value: | 40 | 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 enhance the students understanding of game mechanics, aesthetics, rules, narrative and play.
2. To emphasise the importance of engaging with an iterative design process by developing game prototypes and improving them using a variety of methods including critique, playtesting and critical reflection.
3. To impress upon students the importance of time management and individual responsibility when working within a team
4. To develop the students ability to communicate ideas clearly and present work professionally.
Content Summary
This module explores the underlying structures of games through the development of digital prototypes, focusing on experience and immersion. Core to the principles at work here are definitions of play, games, and experience. In particular, it develops an appreciation for games as interactive systems and play as a configurative practice. Students are encouraged to explore and experiment with the fundamental elements of games: the rules, goals, mechanics, aesthetics, themes, and narrative forms.
The formalization of these interrelated components into documentation, concepts, and game pitches will ultimately lead to the production of digital artifacts. Students will appreciate the benefits of designing video games through experimentation and prototyping.
Students will develop their practice within the studio space through structured projects. This project will allow for both individual and group responses where games are developed through experimentation and playtesting. This encourages engagement with a diverse range of ideas, styles, and working methods, and develops transferable skills. Key practical skills and theoretical debates will be delivered through technical workshops and lectures, respectively.
Learning and Teaching Methods
| Activity Type | Hours |
|---|---|
| Lecture | 8 |
| Project supervision | 6 |
| Demonstration | 8 |
| Practical classes and workshops | 12 |
| Supervised time in studio/workshop | 30 |
| Independent Study | 144 |
| Directed Study | 160 |
| Formative Assessment - Scheduled | 8 |
| Groupwork | 24 |
| Total Hours Selected | 400 |
Learning Outcomes
| # | Learning Outcome |
|---|---|
| LO1 | Produce creative and imaginative game artefacts using a variety of design approaches and production techniques. |
| LO2 | Identify the basic elements of games, applying these fundamental principles to the production of game artefacts. |
| LO3 | Communicate ideas and outcomes though a variety of written, visual and verbal techniques. |
Module Requisites
N/A
Assessment Criteria
| Assessment Category | Assessment Type | Description | Duration | Word Count | Weight (%) | Best of? | Pass Mark |
|---|---|---|---|---|---|---|---|
| Asynchronous Assessment | Creative Designs / Art 1 | Submission evidencing creative work such as: 2D/3D art work, texts, drawings, design documents, game prototypes and critical analysis. | 0 | N/A | 100 | No | 40 |
Assessment Matrix
| Assessment Type | Learning Outcomes | ||
|---|---|---|---|
| LO1 | LO2 | LO3 | |
| Creative Designs / Art 1 | ✔ | ✔ | ✔ |