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

Reading List

Unreal Engine 4 Game Development Essentials: Master the basics of Unreal Engine 4 to build stunning video games
by PV, Satheesh

Creating Games with Unreal Engine, Substance Painter, & Maya: Models, Textures, Animation, & Blueprint Paperback
by Li, Jingtian (Author), Arevalo, Kassandra (Author), Tovar, Matthew

Beginning Unreal Game Development: Foundation for Simple to Complex Games Using Unreal Engine 4 Paperback
by David Nixon

https://substance3d.adobe.com/tutorials