AA1S45 - Single Player Games in Esports 01 Aug 2022 - 31 Aug 2028 | Version 1
Associated Module Information
| Module Code: | AA1S45 | ||
|---|---|---|---|
| Module Title: | Single Player Games in Esports | ||
| Faculty: | Faculty of Business and Creative Industries | ||
| Faculty Group: | Games and Design | ||
| Faculty Sub Group: | Games | ||
| Module Leader: | Nathan James | ||
| Module Team: | Gareth Morgan, Daniel Davies, Clive Prosser, Daniel Webb, Neil Griffiths, Paul John, Emma Marshman | ||
| First Intended Intake: | SEP 2022 | Final Year of Intake: | 2027 |
| Date Closed: | |||
| Credit Value: | 20 | Credit Level: | 4 |
| Language: | English | ||
| Percentage of Module Taught in Welsh: | 0 | ||
| Equivalent Module: | |||
| HECOS codes: | 101267 - computer games | ||
| HECOS Code Weighting: | 100 | ||
Document Version Information
| Version | 1 |
|---|---|
| Valid From | 01 Aug 2022 |
| Valid To | 31 Aug 2028 |
Module Aims
This module covers:
• The understanding relationship between single player games design and Esports, being able to recognise characteristics which can allow games to become competitive without multiplayer functionality.
• To apply knowledge of certain features and characteristics to games design, creating their own product which could function within an Esports environment.
• Design a single player game idea, ensuring that appropriate functionality is considered in order create a competitive angle which would appeal to an Esports audience.
Content Summary
This module introduces the learners to single player games design, focussing on particular features and characteristics that can create a competitive environment without actually having other players in the game to compete against.
These features and characteristics must be understood in order to start designing their very own single player game’s idea which must have a competitive angle in order to allow it to flourish in an Esports environment.
The learners will design and produce documentation (including concept art, strategies and game mechanics) for their game which show how it has a competitive side applicable for an Esports setting.
The module concludes with a presentation where learners must justify their design decisions and pitch the game idea to their tutor(s) and answering questions.
Learning and Teaching Methods
| Activity Type | Hours |
|---|---|
| Lecture | 12 |
| Seminar | 13 |
| Tutorial | 1 |
| Demonstration | 10 |
| Practical classes and workshops | 10 |
| Independent Study | 80 |
| Directed Study | 64 |
| Problem / challenge based learning | 10 |
| Total Hours Selected | 200 |
Learning Outcomes
| # | Learning Outcome |
|---|---|
| LO1 | Identify the relationship between single player games design and esports, recognising characteristics which can allow games to become competitive without multiplayer functionality. |
| LO2 | Design a single player game’s idea, with consideration of competitive play which would appeal to an esports audience. |
Module Requisites
N/A
Assessment Criteria
| Assessment Category | Assessment Type | Description | Duration | Word Count | Weight (%) | Best of? | Pass Mark |
|---|---|---|---|---|---|---|---|
| Asynchronous Assessment | Report 1 | Part A: A written report which tests and evidences the learner’s knowledge and understanding of single player Esports games. Part B: A design document for a single player game which would appeal to an Esports audience – it must contain a competitive designed to capture the audience. | 0 | 3000 | 70 | No | 40 |
| Synchronous Onsite Oral Assessment | Presentation (Synchronous Onsite) 1 | An individual presentation where the learner must pitch their designed game to the tutor(s) justifying their design processes and answering questions. | 15 | N/A | 30 | No | 40 |
Assessment Matrix
| Assessment Type | Learning Outcomes | ||
|---|---|---|---|
| LO1 | LO2 | ||
| Report 1 | ✔ | ✔ | |
| Presentation (Synchronous Onsite) 1 | ✔ | ✔ | |