AA4S18 - Exploration & Interrogation 01 Sep 2021 - 31 Aug 2027 | Version 1

Associated Module Information

Module Code: AA4S18
Module Title: Exploration & Interrogation
Faculty: Faculty of Business and Creative Industries
Faculty Group: Culture and Animation
Faculty Sub Group: Animation
Module Leader: Corrado Morgana, Lloyd Jones
Module Team: Richard Hurford, Emma Marshman
First Intended Intake: SEP 2021 Final Year of Intake: 2026
Date Closed:
Credit Value: 20 Credit Level: 7
Language: English
Percentage of Module Taught in Welsh: 0
Equivalent Module:
HECOS codes:
HECOS Code Weighting:

Document Version Information

Version 1
Valid From 01 Sep 2021
Valid To 31 Aug 2027

Module Aims

• To support and encourage the student’s continuing exploration and innovation in digital game making towards creative, industry and/or enterprise relevant briefs.
• To enable the student to confidently and coherently critically evaluate an ongoing process of production, including feedback from external sources.

Content Summary

This module allows students to further explore and interrogate ambitious concepts, using iterative processes to develop ideas, build, test and respond to feedback.

Students may choose to work on a developing prototypes or proof of concepts/pipelines, for a single large project or several smaller projects (acting as standalone project or in preparation for the End Game module).

This module asks students to critically evaluate of the outputs provided with the inclusion of external feedback on the work produced. Students will be asked to respond to feedback and incorporate into iterative cycles of work.

Learning and Teaching Methods

Activity Type Hours
Lecture 4
Project supervision 8
Supervised time in studio/workshop 24
Independent Study 92
Directed Study 72
Total Hours Selected 200

Learning Outcomes

# Learning Outcome
LO1 Evidence exploration and innovation, of artefact and process in game making practice.
LO2 Synthesise feedback from internal and external sources, and demonstrate responses with appropriate iteration.

Module Requisites

N/A

Assessment Criteria

Assessment Category Assessment Type Description Duration Word Count Weight (%) Best of? Pass Mark
Asynchronous Assessment Portfolio 1 A portfolio evidencing the research, production, outcomes and analysis of explorative games practice. 0 N/A 100 No 40

Assessment Matrix

Assessment Type Learning Outcomes
LO1 LO2
Portfolio 1

Reading List

Macklin, C. & Sharp, J. (2016) Games, design and play: a detailed approach to iterative game design. Boston, MA: Addison-Wesley.
Sellers, M., (2018) Advanced Game Design: a Systems Approach. Indianapolis: Pearson Education.
Schreier, J. (2017) Blood, Sweat and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made. New York, NY: HarperCollins Publishers.
Fullerton, T., Swain, C. & Hoffman, S (2004) Game Design Workshop: Designing, Prototyping, and Playtesting Games. Sanfransisco, CA: CMP.
ONLINE RESOURCES
GDC Vault https://www.gdcvault.com/
80.lv https://80.lv/
The Psychology of Video Games http://www.psychologyofgames.com/
GDC Vault https://www.gdcvault.com/
Gamasutra https://www.gamasutra.com/

Baker, T. (2018) The Complete History of Indie Games. Available at: https://www.indiegamewebsite.com/2018/10/19/the-complete-history-of-indie-games
Llopis, N. (2010) Prototyping: You’re (Probably) Doing It Wrong. Available at: https://gamesfromwithin.com/prototyping-youre-probably-doing-it-wrong