4B056E - Form, Function and Finish 01 Sep 2027 - 31 Aug 2033 | Version 0
Associated Module Information
| Module Code: | 4B056E | ||
|---|---|---|---|
| Module Title: | Form, Function and Finish | ||
| Faculty: | Faculty of Business and Creative Industries | ||
| Faculty Group: | Games and Design | ||
| Faculty Sub Group: | Design | ||
| Module Leader: | Pierre Laffoux | ||
| Module Team: | Simon Reed, 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 facilitate the practical application of game art theory and practice in 2D & 3D development.
To develop practical skills in 2D & 3D game creation software and editors.
To encourage students to critically research and analyse their chosen industry subject.
Content Summary
Form, Function and Finish, introduces students to core industry practices in real-time game asset creation, while allowing a choice of specialism in either concept development or 3D art production. Reflecting current research into game development pipelines, the module recognises the need for artists to develop both broad foundational skills and early-stage specialisation aligned to industry roles.
Students will explore the principles of form, function, and finish through a structured production workflow. Those pursuing concept development will focus on visual ideation, design communication, and iteration, while 3D art students will develop skills in modelling, optimisation, and texture application for real-time engines. Industry-standard tools and workflows underpin both pathways, ensuring alignment with professional expectations.
The module integrates practical making with key theoretical concepts such as proportion, material definition, and usability within game environments. Independent learning and collaborative activities support the development of adaptable working practices.
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.On completion, students will produce resolved outcomes within their chosen pathway and demonstrate an understanding of the principles and processes that underpin effective, industry-relevant asset creation.
Learning and Teaching Methods
| Activity Type | Hours |
|---|---|
| Lecture | 4 |
| Seminar | 4 |
| Practical Classes and Workshops | 22 |
| Project supervision | 18 |
| Groupwork | 8 |
| Summative Assessment | 60 |
| Guided Study | 10.5 |
| Problem/Challenge based learning | 173.5 |
| Total Hours Selected | 300 |
Learning Outcomes
| # | Learning Outcome |
|---|---|
| LO1 | Demonstrate the application of fundamental principles of form, function and finish through the development of concept designs or 3D game assets, using appropriate industry-standard tools and workflows. |
| LO2 | Demonstrate the ability to research, analyse, and apply relevant visual, technical, and contextual influences to inform the development and presentation of concept designs or 3D game assets, reflecting emerging industry practices. |
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 | ✔ | ✔ | |