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

Reading List

Essential 

Drawing Basics and Video Game Art Author: Chris Solarski Publisher: Watson-Guptill 
ISBN: 9780823098477 

3ds Max Modeling for Games: Insider's Guide to Game Character, Vehicle, and Environment Modeling: Volume I: 1 Paperback –  by Andrew Gahan ISBN-10: 0240815823 

3ds Max Modeling for Games: Volume II: Insider’s Guide to Stylized Modeling: 2 Paperback by Andrew Gahan ISBN-10: 0240816064 

Beginner's Guide to Digital Painting in Photoshop Paperback by 3DTotal ISBN-10: 0955153077 

Video Game Design – Principles and Practices from the Ground Up. Michael Salmond ISBN - 9781472567499 

Supplementary 

Rudolf Arnheim (1974) Art and Visual Perception: A Psychology of the Creative Eye (rev. edn). Berkeley, CA: University of California Press. ISBN: 978-0520243835.  

Scott Robertson and Thomas Bertling (2013) How to Draw: Drawing and Sketching Objects and Environments from Your Imagination. Culver City, CA: Design Studio Press. ISBN: 978-1933492735.