6D001E - Major Project: Game Art Portfolio 01 Sep 2027 - 31 Aug 2033 | Version 0

Associated Module Information

Module Code: 6D001E
Module Title: Major Project: Game Art Portfolio
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: 60 Credit Level: 6
Language: English
Percentage of Module Taught in Welsh:
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

  • Enable the production of a substantial, industry-ready portfolio aligned with career goals.  

  • Develop advanced independent practice and sustained project management skills.  

  • Support the refinement and presentation of high-quality game art outcomes. 

Content Summary

The Major Project: Game Art Portfolio is the culmination of Level 6 study, enabling students to produce a substantial body of work that reflects their chosen specialism and career ambitions. Building on prior research and planning, students will undertake a sustained period of self-directed production, creating high-quality game art outcomes suitable for professional portfolios. 

Students will apply advanced technical, creative, and organisational skills to realise their proposed work, demonstrating control of workflows, pipelines, and presentation standards. The module emphasises independence, critical reflection, and iterative development, with regular feedback supporting refinement and progression. 

Outcomes may include environment art, character art, technical art, or concept design, presented to industry standards. By completion, students will have developed a coherent and competitive portfolio that showcases their abilities, creative identity, and readiness for employment within the games and wider creative industries. 

Learning and Teaching Methods

Activity Type Hours
Seminar 2
Practical Classes and Workshops 2
Project Supervision 48
Groupwork 60
Summative assessment 60
Guided study 21
Problem/Challenge based learning 347
Total Hours Selected 540

Learning Outcomes

# Learning Outcome
LO1 Produce a cohesive body of work that demonstrates advanced technical skill, creative direction, and professional standards.
LO2 Critically evaluate and refine work through sustained iteration, feedback, and reflective practice.

Module Requisites

N/A

Assessment Criteria

Assessment Category Assessment Type Description Duration Word Count Weight (%) Best of? Pass Mark
Asynchronous Assessment Portfolio Online 0 9000 100 No 40

Assessment Matrix

Assessment Type Learning Outcomes
LO1 LO2
Portfolio

Reading List

Essential 

Postmortems from Game Developer: Insights from the Developers of Unreal Tournament, Black & White, Age of Empire, and Other Top-Selling Games (Gama Network) 
by Austin Grossman 

ISBN-10: 1578202140 
ISBN-13: 978-1578202140 

David Michael 
The Indie Game Development Survival Guide 
Charles River Media; 1 edition (1 Sep 2003), ISBN-10: 1584502142, 
ISBN-13: 978-1584502142 

Building Design Portfolios: Innovative Concepts for Presenting Your Work (Design Field Guides) Hardcover – 1 May 2006 
by Sara Eisenman 

ISBN-10: 1592532233 

 

Supplementary 

Murdock, K. L. & Allen, E., (2006), 
Edgeloop Character Modelling for 3D Professionals Only, Wiley, 
ISBN 047003629X 

Brilliant, K., (2003), Building a Digital Human (Graphics Series), Charles River Media, 
ISBN 1584502851 

Adams, E. & Rollings, A., (2006), Fundamentals of Game Design (Game Design and Development Series), 

Prentice Hall, ISBN 0131687476 

3ds Max Projects: A Detailed Guide to Modelling, Texturing, Rigging, Animation and Lighting 
by Matt Chandler 

ISBN-10: 1909414050 

http://artbypapercut.com/ 

http://polycount.com/