5B075E - Advanced Game Art Challenges 01 Sep 2027 - 31 Aug 2033 | Version 0

Associated Module Information

Module Code: 5B075E
Module Title: Advanced Game Art Challenges
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: 5
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

  • Develop advanced technical and creative skills through intensive, time-bound game art production sprints.  

  • Enhance students’ ability to interpret briefs, conduct research, and apply informed decision-making in response to industry-style challenges.  

  • Foster adaptable and resilient working practices aligned with professional production environments. 

Content Summary

The Level 5 module, Advanced Game Art Challenges, engages students in an intensive, studio-style environment structured around a series of short production sprints. Across seven weeks, students will respond to focused game art challenges that reflect current industry expectations, developing their ability to deliver high-quality outcomes within tight deadlines. The module builds on prior knowledge by emphasising efficiency, adaptability, and critical decision-making across a range of art disciplines, including concept, 3D modelling, texturing, and real-time implementation. 

Each sprint requires students to interpret briefs, research relevant visual and technical influences, and produce resolved outcomes using industry-standard tools and workflows. Emphasis is placed on iteration, feedback, and refinement, encouraging students to evaluate their work in relation to professional benchmarks. The fast-paced structure supports the development of resilient working practices and a deeper understanding of production pipelines.  

Academic integrity underpins the challenge-based approach, requiring students to research, justify, and reference influences while responding to open-ended world-building challenges. 

By the end of the module, students will have produced a portfolio of targeted responses demonstrating technical competence and creative problem-solving. 

Learning and Teaching Methods

Activity Type Hours
Lecture 2
Seminar 6
Practical Classes and Workshops 18
Project supervision 28
Groupwork 2
Summative Assessment 60
Guided Study 10.5
Problem/Challenge based learning 173.5
Total Hours Selected 300

Learning Outcomes

# Learning Outcome
LO1 Produce a series of resolved game art outcomes that demonstrate effective problem-solving, technical proficiency, and responsiveness to time-constrained briefs.
LO2 Critically analyse and apply research, feedback, and iteration to refine work and align outcomes with industry standards.

Module Requisites

N/A

Assessment Criteria

Assessment Category Assessment Type Description Duration Word Count Weight (%) Best of? Pass Mark
Asynchronous Assessment Visual Journal Online 0 6000 100 No 40

Assessment Matrix

Assessment Type Learning Outcomes
LO1 LO2
Visual Journal