AA4T08 - End Game 01 Sep 2021 - 31 Aug 2027 | Version 1

Associated Module Information

Module Code: AA4T08
Module Title: End Game
Faculty: Faculty of Business and Creative Industries
Faculty Group: Culture and Animation
Faculty Sub Group: Animation
Module Leader: Richard Hurford, Corrado Morgana
Module Team: Lloyd Jones, Jackson Rolls-Gray, Emma Marshman
First Intended Intake: SEP 2021 Final Year of Intake: 2026
Date Closed:
Credit Value: 60 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 provide an opportunity to demonstrate the application of highly advanced game production and enterprise skills, applying them to a challenging and complex problem(s) with autonomy.
• To employ the process of research, design, development, visualisation, production, presentation and evaluation in the completion of a complex major production task.
• To understand the roles and responsibilities of specific games production and enterprise processes throughout the pipeline.

Content Summary

The purpose of this module is to allow the student to complete a significant body of work for exhibition/publishing including the culmination of their project or projects, compiling a promotional materials, and writing a critically self-reflection of the project, concept documentation, including market analysis and feasibility.

The purpose of this module is to?provide the student with the opportunity to create a significant body of work that exhibits the level of their technical, aesthetic, and intellectual abilities, in relation to their chosen specialism.

The student will propose a body of work to be completed during the module. The work created will be?either through?self-initiated individual work, a group-initiated team-based project, or an industry-led portfolio of work.

Lectures will establish the module, the expectations of the work to be submitted, professional working practices, and expectations. Guidance on the focus and content of the self-reflective journal composition appropriate to the level of this module?will also be provided, to?support the student in the development of their own reflective practices.

Project supervision will guide students on their practice through discussion and critique of work.

Agreed interim project delivery points will provide formative assessments of work created and methods undertaken at key points throughout the projects production.

The final deadline will form the summative assessment point, where all work?should be submitted?in the agreed forms and formats.

Learning and Teaching Methods

Activity Type Hours
Lecture 4
Tutorial 2
Project supervision 16
Supervised time in studio/workshop 24
Independent Study 300
Directed Study 254
Total Hours Selected 600

Learning Outcomes

# Learning Outcome
LO1 Design and create a significant body of work in line with contemporary games industry techniques, practices and screen industry debates.
LO2 Justify the planning and delivery of a complex project to a professional games industry standard.
LO3 Appraise and evaluate own work showing an awareness of the strengths and weakness of the body of work and processes.

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 A critical reflection upon the module, including process and outcomes. 0 3600 20 No 40
Asynchronous Assessment Portfolio 1 A portfolio evidencing the research, production, outcomes and analysis of a significant games artefact. 0 N/A 80 No 40

Assessment Matrix

Assessment Type Learning Outcomes
LO1 LO2 LO3
Self Reflective Assessment 1
Portfolio 1

Reading List

Koster, R. (2004) Theory of Fun for Game Design. Scottsdale, AZ: Paraglyph Press.
Salen, K. & Zimmerman, E. (2003) Rules of Play: Game Design Fundamentals. Cambridge, MA: MIT Press.
Schell, J. (2008) The Art of Game Design: A Book of Lenses. Amsterdam, Boston: Morgan Kaufmann Publishers.
Atkins, B. (2003) More Than a Game: The Computer Game as Fictional Form. Manchester: Manchester University Press.
Rollings, A. & Adams, E. (2003) Andrew Rollings and Ernest Adams on Game Design. London: New Riders.
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.
Fullerton, T., Swain, C. & Hoffman, S (2004) Game design workshop: designing, prototyping, and playtesting games. Sanfransisco, CA: CMP.
Futter, M (2017) The GameDev Business Handbook. London: Bithell Games.
Kramarzewski, A. & De Nucci, E. (2018) Practical Game Design: Learn the art of game design through applicable skills and cutting-edge insights. Birmingham: Pact.
ONLINE RESOURCES
Game Studies: http://gamestudies.org/
DiGRA Digital Library: http://www.digra.org/digital-library/
GDC Vault https://www.gdcvault.com/
80.lv https://80.lv/
Game Discoverability Newsletter https://gamediscoverability.substack.com/
The Psychology of Video Games http://www.psychologyofgames.com/
GamesIndustry.Biz Jobs Board https://jobs.gamesindustry.biz
Game Discoverability Newsletter https://gamediscoverability.substack.com/
Gamasutra https://www.gamasutra.com/
Fundamentally Games’ Financier List http://www.fundamentally.games/financer-list/