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

Reading List

Autodesk. (2018) 3ds Max | Design Academy. Available at: https://academy.autodesk.com/software/3ds-max.

Autodesk. (2018) Maya | Design Academy. Available at: https://academy.autodesk.com/software/maya.

Assaf, E. (2016) Rigging for games: primer for technical artists using Maya and Python. Boca Raton, Florida: CRC Press.

Lewis, M. (ed.) (2016) Sculpting from the imagination: ZBrush. Worcester, United Kingdom: 3dtotal Publishing.

Sherif, W. (2015) Learning C++ by creating games with UE4: learn C++ programming with a fun, real-world application that allows you to create your own games! Birmingham, England: Packt Publishing Ltd.

Hocking, J. (2015) Unity in action: multiplatform game development in C#. Shelter Island, NY: Manning Publications Co.

Pharr, M., Jakob, W. and Humphreys, G. (2017) Physically based rendering: from theory to implementation. Third edition. Amsterdam, [Netherlands]: Morgan Kaufmann.

Epic Games. (2018)Artist Quick Start. Available at: https://docs.unrealengine.com/en-US/Engine/Content/QuickStart.

Horowitz, S. (2014) The essential guide to game audio: the theory and practice of sound for games. New York: Focal Press, Taylor & Francis Group.

Marks, A. (2009) The complete guide to game audio: for composers, musicians, sound designers, and game developers. 2nd ed. Oxford: Focal.

Sellers, M. and Safari Books Online (Firm) (2017) Advanced game design: a systems approach. Boston: Addison-Wesley.