GD1S06 - Concepts and Design 01 Sep 2022 - 31 Aug 2028 | Version 1

Associated Module Information

Module Code: GD1S06
Module Title: Concepts and Design
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, Jenna Thomas, Emma Marshman, 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 fundamental principles of game design development.
To facilitate the practical application of gaming culture and practice and into games development.
To develop practical skills in game creation software and editors.
To encourage students to critically analyse their own work and that of others.

Content Summary

This module establishes a more solid workflow for real time development with a particular focus on the concepts and design of a game or game artefacts.
As such, students will be directed and expected to explore game art or design concepts in relation to a fuller game production and how each element supports each other.
Throughout the module students will be expected to engage in independent learning and collaborative practice so that they may further investigate the technical and theoretical principles introduced during taught sessions.
The module will enable a solid understanding of the tools, techniques and workflows for 3D game modelling and / or game design with current industry software.

Learning and Teaching Methods

Activity Type Hours
Lecture 6
Tutorial 1
Project supervision 12
Independent Study 100
Directed Study 54
Formative Assessment - Scheduled 17
Interdisciplinary work 5
Problem / challenge based learning 5
Total Hours Selected 200

Learning Outcomes

# Learning Outcome
LO1 Demonstrate knowledge of creative game development practice through problem solving and self-directed learning.
LO2 Apply an understanding of game content creation across defined software packages set out within a specified brief.

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 work for game production using relevant tools and processes and will include game development workflows. 0 N/A 100 No 40

Assessment Matrix

Assessment Type Learning Outcomes
LO1 LO2
Visual Journal 1

Reading List

The Ultimate Guide to Video Game Writing and Design - F Dillie & JZ Platten

Video Game Design: Principles and Practices from the Ground Up - M Salmond

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

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

https://substance3d.adobe.com/tutorials