GD1S05 - Insert coin to start 01 Sep 2022 - 31 Aug 2028 | Version 1

Associated Module Information

Module Code: GD1S05
Module Title: Insert coin to start
Faculty: Faculty of Business and Creative Industries
Faculty Group: Games and Design
Faculty Sub Group: Games
Module Leader: Simon Reed
Module Team: Andrew Davies, Gareth Pugh, Daniel Birt, Paul Woffenden, Daniel Birt, Otilia Pasereti, Nathan James, Aaron Leslie
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:
HECOS Code Weighting:

Document Version Information

Version 1
Valid From 01 Sep 2022
Valid To 31 Aug 2028

Module Aims

To introduce students to game engine software, content creation tools and the iterative design processes.
To promote collegiality and sense of community through an immersive learning experience, proving the importance of team-working and personal responsibility
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 and design through the development and production of a simple prototype.
Working in groups, students will be expected to produce their own game design idea based upon a simple theme 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 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.
This module contains a six-week immersive learning element.

Learning and Teaching Methods

Activity Type Hours
Lecture 12
Seminar 3
Tutorial 1
Independent Study 100
Directed Study 54
Formative Assessment - Scheduled 20
Problem / challenge based learning 10
Total Hours Selected 200

Learning Outcomes

# Learning Outcome
LO1 Build basic computer game artefacts 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 project and evidence of self-directed learning

Module Requisites

N/A

Assessment Criteria

Assessment Category Assessment Type Description Duration Word Count Weight (%) Best of? Pass Mark
Asynchronous Assessment Visual Journal 1 A personal record of student's learning experiences reflecting upon their game design prototype and which includes game design artefacts. 0 N/A 100 No 40

Assessment Matrix

Assessment Type Learning Outcomes
LO1 LO2
Visual Journal 1

Reading List

Drawing Basics and Video Game Art: Classic to Cutting-Edge Art Techniques for Winning Video Game Design – C Solarski

Level Up! The Guide to Great Video Game Design Paperback – S Rogers

The Art of Maya: An Introduction to 3D Computer Graphics Autodesk Maya Press

3ds Max Modelling for Games: Insider's Guide to Game Character, Vehicle, and Environment Modelling: Volume I Andrew Gahan

https://substance3d.adobe.com/tutorials