GA3S02 - Game Art Project 1 - Preproduction 01 Sep 2018 - 31 Aug 2026 | Version 1

Associated Module Information

Module Code: GA3S02
Module Title: Game Art Project 1 - Preproduction
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, Emma Marshman
First Intended Intake: SEP 2018 Final Year of Intake:
Date Closed:
Credit Value: 20 Credit Level: 6
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

The final year game art student will develop an independent project that should utilise their individual skills and can be either individual or team based.

The module is aimed at giving the student a structure to their final project of the degree and is self-negotiated.

To allow for pre-production, planning and direction.

To further develop students’ presentation skills and confidence in discussing their own work.

To start the creation of a final visual conclusion to the course.

Content Summary

The final year project will afford students the opportunity of producing an appropriate body of work within their chosen specialist game development area.

The module will enable the student to plan and prepare a pre-production folder that should resemble a professional art / design document and give a full and considered structure to the final year.

The following is a non-exhaustive list that the folder should ideally evidence:

1. Idea development with research that should include appreciation of future direction, job roles, industry and audience expectations.

2. Game Art / Design / Art direction documentation

3. Technical / workflow / scheduling documentation.

4. Potential business research and planning if required.


5. Group projects should evidence the students role within the team and expectations within the project.

Learning and Teaching Methods

Activity Type Hours
Lecture 6
Tutorial 2
Project supervision 34
Practical classes and workshops 6
Independent Study 152
Total Hours Selected 200

Learning Outcomes

# Learning Outcome
LO1 Design, research and plan a body of work that exhibits an understanding of a chosen specialist area and with relation to the appropriate industry expectations.
LO2 Undertake self-directed research for a creative game art / design production and evidence how the project will be conceived either as individual or a group effort.

Module Requisites

N/A

Assessment Criteria

Assessment Category Assessment Type Description Duration Word Count Weight (%) Best of? Pass Mark
Asynchronous Assessment Project Output 1 A research folder that should include, concept ideas, workflow, planning, budgets and give context to allow full development of a final project. 0 N/A 100 No 40

Assessment Matrix

Assessment Type Learning Outcomes
LO1 LO2
Project Output 1

Reading List

The Ultimate Guide to Project Management: Learn everything you need to successfully manage projects and get them done
(Zapier App Guides Book 6) Kindle Edition
by Matthew Guay (Author), Danny Schreiber (Author), Stephanie Briones (Illustrator)

Game Art: Creation, Direction, and Careers (Charles River Media Game Development)
by Riccard Linde

ISBN-10: 1584503955
ISBN-13: 978-1584503958

Barban, A. M., (2001), Essentials of Media Planning,
McGraw Hill,
ISBN 0844230189

Jeannie Novak, John Hight
Game Development Essentials: Game Project Management
Delmar Cengage Learning; 1 Pap/Cdr edition
ISBN-10: 1418015415
ISBN-13: 978-1418015411

https://www.gamasutra.com/

Murdock, K. L. & Allen, E., (2006), Edgeloop Character Modelling for 3D Professionals Only, Wiley,
ISBN 047003629X

Advanced Maya Texturing and Lighting Paperback – 29 May 2015
by Lee Lanier

Video Game Design - Principles and Practices from the Ground Up
Michael Salmond

ISBN – 9781472567499