GA1S05 - Introduction to Game Art 01 Sep 2018 - 31 Aug 2026 | Version 1

Associated Module Information

Module Code: GA1S05
Module Title: Introduction to Game Art
Faculty: Faculty of Business and Creative Industries
Faculty Group: Games and Design
Faculty Sub Group: Games
Module Leader: Pierre Laffoux
Module Team: Grace Jones, Simon Reed, Emma Marshman, Gloria Stamova
First Intended Intake: SEP 2018 Final Year of Intake:
Date Closed:
Credit Value: 20 Credit Level: 4
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 introduce students to the course and ‘get them up to speed’ with University working. to a brief and create concept and design relevant to given themes and limitations.

To introduce students to game engine software, content creation tools and the iterative design processes.

To encourage students to communicate their ideas through the presentation of research and preparatory work

To enable students to critically reflect upon their own work and that of others.

Content Summary

Welcome to USW games.

This module introduces the process of game art through the development and production of a game.

Working in groups, students will be expected to produce their own game artwork based upon simple game ideas and taking individual responsibility for the development of specific elements within a project.

The module facilitates individual and group activities with computer game design and will encompass: research, experimentation, self-directed learning, delegation of activities and critical feedback. Students are encouraged to engage with a diverse range of ideas, styles and working methods.

Students will be introduced to the idea of developing their practice in a studio space and through self-directed learning. A series of introductory exercises demonstrating the use of game engine features and 3d content creation tools will be provided, with students expected to enhance their learning through further investigation using online documentation and experimentation.

Key theoretical principles will be highlighted within the module, reinforcing the links between theory and practice.

Key to this module is an interrogation of the games production process, and most importantly how games are developed across specialist areas.

Concerns surrounding the way in which players engage in play, the methods by which the game has been designed, and the use of iterative design processes are central to the development of successful games within this module.

This module contains a six-week immersive learning element.

Learning and Teaching Methods

Activity Type Hours
Lecture 5
Tutorial 1
Practical classes and workshops 8
Supervised time in studio/workshop 24
Independent Study 80
Directed Study 72
Groupwork 10
Total Hours Selected 200

Learning Outcomes

# Learning Outcome
LO1 Build basic computer game artwork using industry-standard game software and refining the design through testing and iterative practice
LO2 Recognise the value of a collaborative working environment by contributing towards the production of a game, providing evidence of self-directed learning and team work.

Module Requisites

N/A

Assessment Criteria

Assessment Category Assessment Type Description Duration Word Count Weight (%) Best of? Pass Mark
Practical Assessment (CW) Visual Journal (CW) 1 Design and create engine assets for a game pitch within a team. 0 N/A 100 No 40

Assessment Matrix

Assessment Type Learning Outcomes
LO1 LO2
Visual Journal (CW) 1

Reading List

Drawing basics and video game art

Chris Solarski

ISBN-10: 0823098478

ISBN-13: 978-0823098477

Luke Ahearn

3DGame Textures: Create Professional Game Art Using Photoshop

Focal Press; Pap/Cdr edition (23 Mar 2006)

Language: English

ISBN-10: 0240807685

ISBN-13: 978-0240807683

3ds Max Modelling for Games: Insider's Guide to Game Character, Vehicle, and Environment Modelling: Volume I: 1 Paperback – 22 Jul 2011

by Andrew Gahan

ISBN-10: 0240815823

ISBN-13: 978-0240815824

Summers, D., (2004),

Texturing: Concepts and Techniques (Graphics Series), Charles River Media,

ISBN 1584503009

3ds Max Modelling for Games: Volume II: Insider’s Guide to Stylized Modelling: 2 Paperback

by Andrew Gahan

ISBN-10: 0240816064

ISBN-13: 978-0240816067