GD1S08 - Technical Practice 01 Sep 2022 - 31 Aug 2028 | Version 1
Associated Module Information
| Module Code: | GD1S08 | ||
|---|---|---|---|
| Module Title: | Technical Practice | ||
| Faculty: | Faculty of Business and Creative Industries | ||
| Faculty Group: | Games and Design | ||
| Faculty Sub Group: | Games | ||
| Module Leader: | Simon Reed | ||
| Module Team: | Daniel Birt, Gareth Pugh, Andrew Davies, Otilia Pasereti, 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 mechanics and real time game assets.
To facilitate the practical application of games design theory.
To develop practical skills in game engine software and content creation tools.
To encourage students to critically analyse their own work and that of others.
Content Summary
This module builds from the previous skills module and starts to allow a pathway between game art and game design.
The game design students will re-imagine a basic game mechanic commonly found within game engine templates and explore how level design principles relate to this.
The game art students will take the re- imagined template and produced artefacts that populate the level.
Planning, playtesting and iterative design practice will be key to developing a successful project.
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.
Learning and Teaching Methods
| Activity Type | Hours |
|---|---|
| Lecture | 6 |
| Seminar | 5 |
| Tutorial | 1 |
| Independent Study | 100 |
| Directed Study | 64 |
| Problem / challenge based learning | 24 |
| Total Hours Selected | 200 |
Learning Outcomes
| # | Learning Outcome |
|---|---|
| LO1 | Produce a body of work that fits within the confines of their specialist production role. |
| LO2 | Apply their knowledge of games through problem solving, independent learning and the critique of work produce. |
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 reflecting and detailing their game production process | 0 | N/A | 100 | No | 40 |
Assessment Matrix
| Assessment Type | Learning Outcomes | ||
|---|---|---|---|
| LO1 | LO2 | ||
| Visual Journal 1 | ✔ | ✔ | |