GD2D01 - Experimental Games 01 Sep 2018 - 31 Aug 2026 | Version 1
Associated Module Information
| Module Code: | GD2D01 | ||
|---|---|---|---|
| Module Title: | Experimental Games | ||
| 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: | 40 | Credit Level: | 5 |
| 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 expand upon the accepted conventions of computer games through the exploration of alternative content themes, novel applications, new technologies, diverse audiences or innovative gameplay.
2. To develop creative thinking and problem solving skills through the development of a computer game that requires students to demonstrate a level risk, ambition and originality.
3. To explore the immersive nature of game experiences and the way players interact within a game environment.
4. To encourage students to continually evaluate their own work, synthesising ideas and creating alternative solutions to problems.
Content Summary
The games industry has always relied upon the pioneering work of games designers to push the boundaries of creativity and technology. Within this module, students will be expected to investigate and explore the medium of games, producing innovative and creative work that show risk, ambition and originality. This may, for example include experimentation with interface design, emerging gaming technologies, new gameplay mechanics or thought-provoking content themes. Students should both push the boundaries of accepted practice but also draw upon their prior experience and knowledge.
Working on a creative and open brief, students will produce a playable demo that introduces some aspect of novel gameplay. Students should take account the resources and time available, remembering that simple ideas are often the most successful.
Students are expected to acquire further knowledge of the tools and techniques used within games development and develop a more in-depth understanding of markets and audiences. There will be an emphasis upon students becoming self-directed, creative professionals able to apply critical thought to their practice.
Learning and Teaching Methods
| Activity Type | Hours |
|---|---|
| Project supervision | 6 |
| Demonstration | 8 |
| Practical classes and workshops | 8 |
| Supervised time in studio/workshop | 34 |
| Independent Study | 144 |
| Directed Study | 160 |
| Formative Assessment - Scheduled | 8 |
| Active/Simulation Based | 32 |
| Total Hours Selected | 400 |
Learning Outcomes
| # | Learning Outcome |
|---|---|
| LO1 | Design and produce a computer game where innovations in technology, audience and gameplay are explored creatively. |
| LO2 | Demonstrate resourcefulness and independence through self-directed learning, relating it to employment, enterprise, research and/or a wider social benefit. |
| LO3 | Review their own work and that of others, synthesising appropriate theories, contexts and practices to support and justify their own work. |
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 | ✔ | ✔ | ✔ |