4B055E - Becoming a Game Artist 01 Sep 2027 - 31 Aug 2033 | Version 0
Associated Module Information
| Module Code: | 4B055E | ||
|---|---|---|---|
| Module Title: | Becoming a Game Artist | ||
| Faculty: | Faculty of Business and Creative Industries | ||
| Faculty Group: | Games and Design | ||
| Faculty Sub Group: | Design | ||
| Module Leader: | Simon Reed | ||
| Module Team: | Pierre Laffoux, Gina Carpenter | ||
| First Intended Intake: | SEP 2027 | Final Year of Intake: | 2032 |
| Date Closed: | |||
| Credit Value: | 30 | Credit Level: | 4 |
| Language: | English | ||
| Percentage of Module Taught in Welsh: | 0 | ||
| Equivalent Module: | |||
| HECOS codes: | 101019 - computer games graphics | ||
| HECOS Code Weighting: | 100 | ||
Document Version Information
| Version | 0 |
|---|---|
| Valid From | 01 Sep 2027 |
| Valid To | 31 Aug 2033 |
Module Aims
To introduce students to the course and ‘get them up to speed’ with University study.
To introduce students to game engine software, content creation tools and the iterative design processes.
To encourage students to communicate their ideas through the presentation of research and preparatory work
Content Summary
Becoming a game artist is an immersive module experience that will introduce the building blocks of the course and practice of game art. As the first module in the degree, it equips students with essential academic, professional, and interpersonal skills needed to thrive in higher education and beyond. The module facilitates individual and group activities with computer game design and will encompass research, experimentation, self-directed learning, delegation of activities and critical feedback. Students are encouraged to engage with a diverse range of ideas, styles and working methods.
A series of introductory exercises demonstrating the use of game engine features and 3d content creation tools will be provided, with students expected to enhance their learning through further investigation using online documentation and experimentation.
Academic integrity and appropriate academic practice are introduced at Level 4, with students required to evidence authorship, apply Harvard referencing conventions, and begin developing reflective writing skills that acknowledge sources, influences, and creative decision-making within their work.
By the end of the module, students will have built confidence as independent learners and to understand the expectations of degree-level study and will begin the process of becoming a professional games artist and developer.
Learning and Teaching Methods
| Activity Type | Hours |
|---|---|
| Lecture | 4 |
| Seminar | 8 |
| Practical Classes and Workshops | 14 |
| Project supervision | 8 |
| Groupwork | 22 |
| Summative Assessment | 60 |
| Guided Study | 10.5 |
| Problem/Challenge based learning | 173.5 |
| Total Hours Selected | 300 |
Learning Outcomes
| # | Learning Outcome |
|---|---|
| LO1 | Build basic computer game artwork using industry-standard game software and refining the design through testing and iterative practice. |
| LO2 | Recognise the value of a collaborative working environment and with evidence of self-directed learning. |
Module Requisites
N/A
Assessment Criteria
| Assessment Category | Assessment Type | Description | Duration | Word Count | Weight (%) | Best of? | Pass Mark |
|---|---|---|---|---|---|---|---|
| Asynchronous Assessment | Visual Journal | Submission week 7 | 0 | 6000 | 100 | No | 100 |
Assessment Matrix
| Assessment Type | Learning Outcomes | ||
|---|---|---|---|
| LO1 | LO2 | ||
| Visual Journal | ✔ | ✔ | |