GA2D02 - Professional Practice (Game Art) 01 Sep 2018 - 31 Aug 2026 | Version 1

Associated Module Information

Module Code: GA2D02
Module Title: Professional Practice (Game Art)
Faculty: Faculty of Business and Creative Industries
Faculty Group: Games and Design
Faculty Sub Group: Games
Module Leader: Simon Reed
Module Team: Pierre Laffoux, Gina Carpenter, Richard Hurford, Grace Jones, Emma Marshman, Gloria Stamova
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: 101019 - computer games graphics
HECOS Code Weighting: 100

Document Version Information

Version 1
Valid From 01 Sep 2018
Valid To 31 Aug 2026

Module Aims

To equip the students with the knowledge and skills necessary to run collaborative games team projects.
Develop awareness of professional development with the games development sector and with relevant knowledge of markets, technique, work practise and other skills required to create for a desired market.
Encourage students to work as a professional team, coping with issues of people management, client liaison and communication between all stakeholders.

To allow students to gain further knowledge of the games industry by researching potential job roles and career opportunities.

Content Summary

The module will undertake industry based simulation.
Students will either take part within a work placement of their choosing, a competition or a live brief and will help to further simulate team development whilst working to an external game design problem.
You will work in small teams, ideally balanced so that you have an opportunity to work alongside someone with strengths in areas you feel you could develop. In turn you will be expected to share your expertise with others in a peer to peer working environment.
Presenting your work in progress to your peers and tutors, and to use feedback to refine your ideas will be a large part of the learning journey.
Each session will be milestone driven and allow tutors to take the role of director / supervisor.
Production planning, agile management and scheduling for the full duration of the project will be an important element. It will be essential that good communication between team members is established and maintained throughout the assignment.
You will keep a production journal, which should include evidence of work and self-appraisal from all elements of the production and to reflect critically in the form of a post mortem
With the help of the USW careers team, business processes, enterprise and financial planning will form part of the taught content.

Learning and Teaching Methods

Activity Type Hours
Lecture 4
Seminar 12
Tutorial 1
Practical classes and workshops 24
Supervised time in studio/workshop 55
Work based learning 140
Independent Study 116
Directed Study 48
Total Hours Selected 400

Learning Outcomes

# Learning Outcome
LO1 Reflect on the nature of professional practice in their art/ design discipline and identify the gaps between their work related capabilities and disciplinary expectations
LO2 Reflect upon the way their work experiences or role has contributed to their professional practice, using this to develop future personal/professional game development.
LO3 Develop and critically appraise an action plan of their experience and skills developed within the context of a graduate recruitment process and informed by their career plans and aspirations.

Module Requisites

N/A

Assessment Criteria

Assessment Category Assessment Type Description Duration Word Count Weight (%) Best of? Pass Mark
Asynchronous Assessment Self Reflective Assessment 1 To allow reflection of the brief, group dynamic, roles, business planning and learning 0 2000 20 No 40
Asynchronous Assessment Project Output 1 To include all practical artefacts from the production of the brief, annotated and discussed with milestones. 0 N/A 80 No 40

Assessment Matrix

Assessment Type Learning Outcomes
LO1 LO2 LO3
Self Reflective Assessment 1
Project Output 1

Reading List

Level Design: Concept, Theory, and Practice Paperback –
by Rudolf Kremers
ISBN-10: 1568813384
ISBN-13: 978-1568813387

http://www.develop-online.net/

http://www.gamesindustry.biz/

An Architectural Approach to Level Design Paperback –

by Christopher W. Totten

Preproduction Blueprint: How to Plan Game Environments and Level Designs

by Alex Galuzin

Scrum : The Art of Doing Twice the Work in Half the Time
By Jeff Sutherland

Sims, C. (2012) Scrum: a Breathtakingly Brief and Agile Introduction.
Dymaxicon

Master the Art of Speed Painting: Digital Painting Techniques

ISBN-10: 1909414344
ISBN-13: 978-1909414341

The Lean Start Up – Eric Ries

ISBN - 9780670921607

Osterwalder, A. (2010) Business Model Generation:
A Handbook for Visionaries, Game Changers, and Challengers. John Wiley and Sons

Beginner's Guide to Digital Painting in Photoshop

ISBN-10: 0955153077
ISBN-13: 978-0955153075

GDC Vault: https://www.gdcvault.com/

3D Game Environments: Create Professional 3D Game Worlds Paperback
by Luke Ahearn

ISBN-10: 0240808959
ISBN-13: 978-0240808956

Visualizing Research – A guide to the research process in art and design.
Carole Gray and Julian Malins
Ashgate

ISBN -0754635775

Light for Visual Artists: Understanding & Using Light in Art & Design

Richard Yot