GA1D02 - World Creation 01 May 2024 - 31 Aug 2026 | Version 0

Associated Module Information

Module Code: GA1D02
Module Title: World Creation
Faculty: Faculty of Business and Creative Industries
Faculty Group: Games and Design
Faculty Sub Group: Design
Module Leader: Simon Reed
Module Team: Pierre Laffoux, Grace Jones, Emma Marshman, Gloria Stamova
First Intended Intake: SEP 2024 Final Year of Intake:
Date Closed:
Credit Value: 40 Credit Level: 4
Language: English
Percentage of Module Taught in Welsh: 0
Equivalent Module:
HECOS codes:
HECOS Code Weighting:

Document Version Information

Version 0
Valid From 01 May 2024
Valid To 31 Aug 2026

Module Aims

1. To enhance the students understanding of game art creation and development across characters, environments and props. 

2. To emphasise the importance of engaging with an iterative design process by developing game artefacts and improving them using a variety of methods including critique, iteration and critical reflection.  

3. To impress upon students the importance of time management and individual responsibility when working within a team. 

4. To develop the student's ability to communicate ideas clearly and present work professionally. 

Content Summary

Within this module students will be expected to practice and explore game art to a more specialised level and understand how to work in a simulated, group working scenario. 

We will develop effective workflows and pipelines for the creation of game ready artwork and practice a methodology for creating game assets for environments or characters.  

Students develop their artwork within the studio space through several, smaller creative and open-ended projects.  

These will allow for individual and group responses where projects are developed through experimentation. This encourages an engagement with a diverse range of ideas, styles and working methods, and develops transferable skills. 

 Key practical skills and theoretical debates will be delivered through in technical workshops and lectures respectively

Learning and Teaching Methods

Activity Type Hours
Lecture 8
Groupwork 26
Project Supervision 22
Practical Classes and Workshops 8
Supervised Time in Studio/Workshop 24
Directed Study (including online learning) 160
Independent Study 144
Formative Assessment (Scheduled) 8
Total Hours Selected 400

Learning Outcomes

# Learning Outcome
LO1 Produce creative and imaginative game artefacts using a variety of design approaches and production techniques.
LO2 Identify the basic elements of games, applying these fundamental principles to the production of game artefacts
LO3 Communicate ideas and outcomes though a variety of written, visual and verbal techniques.

Module Requisites

N/A

Assessment Criteria

Assessment Category Assessment Type Description Duration Word Count Weight (%) Best of? Pass Mark
Asynchronous Assessment Visual Journal 1 Submission evidencing creative work such as: 2D/3D art work, texts, drawings, design documents, game prototypes and critical analysis. 0 N/A 100 No 40

Assessment Matrix

Assessment Type Learning Outcomes
LO1 LO2 LO3
Visual Journal 1

Reading List

Digital Texturing and Painting Paperback by Owen Demers 

ISBN-10: 0735709181 

ISBN-13: 978-0735709188 

Anatomy for 3D Artists: The Essential Guide for CG Professionals Paperback  

by Chris Legaspi 

ISBN-10: 1909414247 

ISBN-13: 978-1909414242 

Photoshop for 3D Artists: Volume 1 Paperback  

by 3DTotal 

ISBN-10: 1539103188 

ISBN-13: 978-1539103189 

Summers, D., (2004), Texturing: Concepts and Techniques (Graphics Series),  

Charles River Media,  

ISBN 1584503009 

ZBrush Characters and Creatures 

Kurt Papstein, Mariano Steiner, Mathieu Aerni 

ISBN - 1909414131, 9781909414136 

Unreal Engine 4 for Design Visualization: Developing Stunning Interactive Visualizations, Animations, and Renderings (Game Design)

byTom Shannon 

ISBN-10: 0134680707 

ISBN-13:?978-0134680705 

Crawford, C. (2005) Chris Crawford on interactive storytelling.  

ISBN-10 0321864972 

Berkeley, Calif: New Riders.