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 

Reading List

Essential 

Epic Games (2023) Unreal Engine 5 Best Practices. Cary, NC: Epic Games. ISBN: 978-1801812443.  

Tom Shannon (2017) Unreal Engine 4 Lighting and Rendering Essentials. Birmingham: Packt Publishing. ISBN: 978-1784393120.  

Sebastian Aaltonen and Kostiantyn Yerokhin (2024) Game Development with Unreal Engine 5, Volume 1. Berkeley, CA: Apress. ISBN: 978-1484298244. 

Yot, Richard.Light for visual artists : understanding and using light in art and design. ISBN: 9781786274519 

Supplementary 

John P. Doran and Alan Thorn (2016) Unreal Engine Game Development Cookbook. Birmingham: Packt Publishing. ISBN: 978-1785885549.  

Hrishikesh Karande (2016) Unreal Engine Game Development from A to Z. Birmingham: Packt Publishing. ISBN: 978-1787123281.  

Jesse Schell (2019) The Art of Game Design: A Book of Lenses (3rd edn). Boca Raton, FL: CRC Press. ISBN: 978-1138632059.