GD2D04 - Professional Practice in Making Games 01 Sep 2022 - 31 Aug 2028 | Version 1

Associated Module Information

Module Code: GD2D04
Module Title: Professional Practice in Making Games
Faculty: Faculty of Business and Creative Industries
Faculty Group: Games and Design
Faculty Sub Group: Games
Module Leader: Simon Reed
Module Team: Mark Griffiths, Grace Jones, Aaron Leslie, Gareth Pugh, Andrew Davies, Daniel Birt, Jenna Thomas, 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 familiarise students with the principles of working creatively under the restriction of pre-determined project briefs.
To provide insights into methodologies, procedures and day-to-day working practices within games production.
To provide students with an experience of working in a professional context, liaising with clients or employers, and contributing as an effective team member.
To allow students to gain further knowledge of the games industry by researching potential job roles and career opportunities.
Also includes a work placement (with a minimum of 70 hours) opportunity to enhance qualification and personal development.

Content Summary

Engagement with industry is seen as a key aspect of contemporary education. Within the computer games sector this is of particular importance as students need to be able to communicate ideas clearly and demonstrate their creative, technical and transferable skills.
Working on a client-mediated brief, students will create a game that fulfils the vision provided. Students will design and produce a game, which responds to the brief, fully utilising the resources and skills available to them. Working in teams, students engage with the project in a professional manner, holding regular team meetings and report individual progress as required by the producer
It will be essential that good communication between team members is maintained throughout the assignment, as this is often a key reason why projects fail. Students will need to research the creative and technical aspects of the production, demonstrating a professional approach throughout. Procedures for resolving creative differences, work allocation, time management, resource allocation and team co-ordination will need to be established, as this will form a substantial element of the leaning achieved during this module.
A series of supervised team-meetings will support students with collaborative working practices and monitor the progress of each team. There will be an emphasis placed strongly on each student’s ability to manage workloads, prioritise tasks and organise workflows, demonstrating a positive contribution towards the team effort. These simulation exercises will provide students with opportunity to develop their technical competencies and communication strategies when working with others.
Students are encouraged to investigate more broadly the games development process and the job roles typically associated with games design. This is to enhance their ability to appraise their performance in preparation for future graduate employment opportunities
There is an expectation that students will demonstrate the ability to be self-directed acquiring new knowledge when needed and producing work to a pre-determined schedule throughout the module.

Learning and Teaching Methods

Activity Type Hours
Lecture 6
Tutorial 4
Project supervision 38
Practical classes and workshops 24
Work based learning 70
Independent Study 130
Formative Assessment - Scheduled 20
Groupwork 100
Problem / challenge based learning 8
Total Hours Selected 400

Learning Outcomes

# Learning Outcome
LO1 Reflect on the nature of professional practice in their discipline and identify the gaps between their work-related capabilities and disciplinary expectations
LO2 Reflect upon the way their work experiences or role has contributed to their professional practice, using this to develop future personal/professional development.
LO3 Develop and critically appraise an action plan of their experience and skills developed within the context of a graduate recruitment process and informed by their career plans and aspirations

Module Requisites

N/A

Assessment Criteria

Assessment Category Assessment Type Description Duration Word Count Weight (%) Best of? Pass Mark
Asynchronous Assessment Self Reflective Assessment 1 A reflective report on the learning achieved during the work experience and/or ‘live’ project 0 800 20 No 40
Asynchronous Assessment Creative Designs / Art 1 Submission evidencing creative work such as: 2D/3D art work, texts, drawings, design documents, game prototypes and critical analysis 0 N/A 80 No 40

Assessment Matrix

Assessment Type Learning Outcomes
LO1 LO2 LO3
Self Reflective Assessment 1
Creative Designs / Art 1

Reading List

http://www.gamesindustry.biz/

http://www.develop-online.net/

Preproduction Blueprint: How to Plan Game Environments and Level Designs
by Alex Galuzin

Sims, C. Scrum: a Breathtakingly Brief and Agile Introduction.
Dymaxicon

3D Game Environments: Create Professional 3D Game Worlds Paperback
by Luke Ahearn

Visualizing Research – A guide to the research process in art and design.
Carole Gray and Julian Malins
Ashgate

https://marmoset.co/category/toolbag-tutorials/intro/

https://substance3d.adobe.com/tutorials