GD2D03 - Expansion pack 01 Sep 2022 - 31 Aug 2028 | Version 1
Associated Module Information
| Module Code: | GD2D03 | ||
|---|---|---|---|
| Module Title: | Expansion pack | ||
| 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, Grace Jones, Mark Griffiths, Anna Williams, Nathan James, Emma Marshman, Aaron Leslie | ||
| First Intended Intake: | SEP 2022 | Final Year of Intake: | 2027 |
| Date Closed: | |||
| Credit Value: | 40 | Credit Level: | 5 |
| 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 expand upon the accepted conventions of computer games through the exploration of alternative content themes, novel applications, modern technologies, diverse audiences, or innovative gameplay.
To develop creative thinking and problem-solving skills through the development of a computer game artefacts that requires students to demonstrate a level risk, ambition, and originality.
To explore the immersive nature of gaming experiences and the way players interact within a gaming world.
To encourage students to continually evaluate their own work, synthesising ideas and creating alternative solutions to problems.
Content Summary
As the student progresses from level 4 into level 5, their preferred skillset will develop into a clearer area of either game art or game design.
This module will help to develop greater knowledge of current game tools and technologies and explore advanced workflows and techniques for gaming platforms.
Artists are encouraged to develop visual design and aesthetic principles to a more advanced level using modern tools.
Designers are encouraged to develop game designs that push the boundaries of creativity and technology.
All will be encouraged to investigate and explore the medium of games, producing innovative and creative work that shows risk, ambition, and originality.
Students are expected to acquire further knowledge of the tools and techniques used within games development and develop a more in-depth understanding of markets and audiences. There will be an emphasis upon students becoming self-directed, creative professionals able to apply critical thought to their practice.
Learning and Teaching Methods
| Activity Type | Hours |
|---|---|
| Lecture | 6 |
| Tutorial | 2 |
| Project supervision | 6 |
| Demonstration | 8 |
| Practical classes and workshops | 16 |
| Supervised time in studio/workshop | 34 |
| Independent Study | 158 |
| Directed Study | 140 |
| Formative Assessment - Scheduled | 30 |
| Total Hours Selected | 400 |
Learning Outcomes
| # | Learning Outcome |
|---|---|
| LO1 | Identify, explore, and demonstrate knowledge of advanced process with appropriate methodology for AAA or mobile game platforms. |
| LO2 | Demonstrate the use of technical and practical skills within a brief and relating it to employment. |
| LO3 | Review their own work and that of others to support and justify their work. |
Module Requisites
N/A
Assessment Criteria
| Assessment Category | Assessment Type | Description | Duration | Word Count | Weight (%) | Best of? | Pass Mark |
|---|---|---|---|---|---|---|---|
| Asynchronous Assessment | Creative Designs / Art 1 | Submission evidencing creative work such as: 2D/3D artwork, texts, drawings, design documents, game prototypes and critical analysis | 0 | N/A | 100 | No | 40 |
Assessment Matrix
| Assessment Type | Learning Outcomes | ||
|---|---|---|---|
| LO1 | LO2 | LO3 | |
| Creative Designs / Art 1 | ✔ | ✔ | ✔ |