4B009E - Engine based production 01 Sep 2027 - 31 Aug 2033 | Version 0
Associated Module Information
| Module Code: | 4B009E | ||
|---|---|---|---|
| Module Title: | Engine based production | ||
| 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: | |||
| 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
Introduce students to the fundamentals of real-time game engines as creative platforms for assembling, presenting, and experiencing 2D and 3D art assets.
Develop foundational technical skills in engine-based workflows, including asset integration, scene construction, lighting, materials, and basic interactivity using industry-standard tools.
Encourage the application of research, analysis, and core visual principles to support the creation of coherent, optimised, and engaging interactive environments.
Content Summary
This module introduces students to the use of real-time game engines as a platform for creating and presenting interactive art content. Combining game engine workflows with established art practices, students will explore how 2D and 3D assets are integrated, assembled, and experienced within a playable environment. Informed by current industry practice and research, the module reflects the growing importance of engine-based production across game development and related creative sectors.
Students will develop foundational skills in scene construction, asset implementation, lighting, materials, and basic interactivity using industry-standard engines and art tools. Emphasis is placed on workflow, optimisation, and visual communication, ensuring assets function effectively in real time. Teaching integrates technical processes with underpinning principles such as composition, scale, and user experience.
Students will investigate how AI technologies can be integrated into creative workflows to support research, ideation, and the development of solutions to production challenges. Emphasis is placed on critical evaluation, experimentation, and reflective practice, enabling students to make informed decisions about the appropriate use of AI within professional and creative contexts.
Through independent and guided activities, students will produce a small interactive outcome, demonstrating an understanding of how art assets operate within a game engine context and contribute to player-facing experiences.
Learning and Teaching Methods
| Activity Type | Hours |
|---|---|
| Lecture | 4 |
| Seminar | 4 |
| Practical Classes and Workshops | 18 |
| Project supervision | 12 |
| Groupwork | 18 |
| Summative Assessment | 60 |
| Guided Study | 10.5 |
| Problem/Challenge based learning | 173.5 |
| Total Hours Selected | 300 |
Learning Outcomes
| # | Learning Outcome |
|---|---|
| LO1 | Demonstrate the ability to implement and present 2D and/or 3D art assets within a real-time game engine, applying appropriate tools, techniques, and workflows. |
| LO2 | Research, analyse, and apply visual and technical principles, including composition, lighting, and optimisation, to support the creation of effective interactive environments. |
Module Requisites
N/A
Assessment Criteria
| Assessment Category | Assessment Type | Description | Duration | Word Count | Weight (%) | Best of? | Pass Mark |
|---|---|---|---|---|---|---|---|
| Asynchronous Assessment | Project Output | Online | 0 | 6000 | 100 | No | 40 |
Assessment Matrix
| Assessment Type | Learning Outcomes | ||
|---|---|---|---|
| LO1 | LO2 | ||
| Project Output | ✔ | ✔ | |