GD2S01 - Content Creation Techniques (Games Design) 01 Sep 2018 - 31 Aug 2026 | Version 1
Associated Module Information
| Module Code: | GD2S01 | ||
|---|---|---|---|
| Module Title: | Content Creation Techniques (Games Design) | ||
| Faculty: | Faculty of Business and Creative Industries | ||
| Faculty Group: | Games and Design | ||
| Faculty Sub Group: | Games | ||
| Module Leader: | Dann Rees | ||
| Module Team: | Grace Jones, Emma Marshman, Gloria Stamova | ||
| First Intended Intake: | SEP 2018 | Final Year of Intake: | |
| Date Closed: | |||
| Credit Value: | 20 | 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 introduce students to a variety of content creation tools for asset production.
2. To engage students in debates and issues surrounding game production techniques and practice.
3. To encourage students to reflect upon their current skills and those expected by industry.
4. To promote the acquisition and enhancement of skills through self-directed and practice-based learning.
Content Summary
The content creation process is essential in computer game development. This module, Content Creation Techniques, focuses on the production of game content and the development of key skills, introducing students to established workflows and engine-pipelines. Students will learn the importance of balancing aesthetic detail, creative vision, client demands, and technical constraints.
Through a series of technical exercises, directed-study tasks, and workshops, students will maintain a journal documenting their engagement with various tools and techniques. The provided briefs will offer constraints while allowing for both technical and creative exploration. Emphasis will be placed on fostering self-directed, professional, and innovative practitioners capable of applying critical thought to their practice.
The module encompasses various aspects of digital content creation and game production, providing opportunities for specialization and the acquisition of new skills in line with evolving industry practices.
Learning and Teaching Methods
| Activity Type | Hours |
|---|---|
| Project supervision | 6 |
| Demonstration | 12 |
| Practical classes and workshops | 12 |
| Supervised time in studio/workshop | 18 |
| Independent Study | 72 |
| Directed Study | 80 |
| Total Hours Selected | 200 |
Learning Outcomes
| # | Learning Outcome |
|---|---|
| LO1 | Produce work that demonstrates an awareness of content creation methods and development techniques for games. |
| LO2 | Recognise and reflect upon the aesthetic and/or technical properties of work produced, identifying ways by which to improve future work. |
Module Requisites
N/A
Assessment Criteria
| Assessment Category | Assessment Type | Description | Duration | Word Count | Weight (%) | Best of? | Pass Mark |
|---|---|---|---|---|---|---|---|
| Asynchronous Assessment | Visual Journal 1 | Produce a body of work evidencing an exploration of content creation tools and production techniques. | 0 | N/A | 100 | No | 40 |
Assessment Matrix
| Assessment Type | Learning Outcomes | ||
|---|---|---|---|
| LO1 | LO2 | ||
| Visual Journal 1 | ✔ | ✔ | |