Module overview
In the Games Design module, you will embark on an individual journey to create a series of documentation, including production planning, design specifications, and core player experience and market analysis, culminating in a video game internal pitching deck. This deck will detail what the game is, provide a story outline or synopsis, game play pillars, game loop details, key art, key prototypes, player experience, and explain why this game is exciting. The presentation of this deck is designed to support a game director in approving projects for further development.
Aims and Objectives
Learning Outcomes
Subject Specific Practical Skills
Having successfully completed this module you will be able to:
- Employ practical intelligence and experimentation to exploit medium of games for your current level of study.
- Undertake and evaluate human (player) testing of game products, prototypes and projects concepts for your current level of study.
- Design and develop games outcomes and methodologies appropriate to the contemporary games industry for your current level of study.
Knowledge and Understanding
Having successfully completed this module, you will be able to demonstrate knowledge and understanding of:
- the major developments in your practice and how practitioners combine skills and technologies to innovate
Transferable and Generic Skills
Having successfully completed this module you will be able to:
- Employ effective and informed visual methods of presentation and communication
Subject Specific Intellectual and Research Skills
Having successfully completed this module you will be able to:
- Formulate a range of ideas using relevant industry processes and methodologies
Syllabus
What You'll Do:
•Spatial Canvas Engagement: Engage in a spatial canvas of idea exploration, encompassing research, mood boards, story concepts, game loops, game influences, and external references, curated into a spatial timeline to demonstrate the journey in a linear fashion.
•Documentation Creation: Produce documentation including production planning, design specifications, and market analysis to support your game concept.
•Internal Pitching Deck: Develop a comprehensive pitching deck that outlines the game concept, story, gameplay mechanics, key art, prototypes, and player experience.
Learning:
•Creative Development: Enhance your ability to generate and refine game concepts, exploring various narrative and gameplay mechanics.
•Peer Collaboration: Work with peers to review ideas and concepts, integrating art, design, and technical considerations through collaborative discussions.
•Technical Skills: Build on foundational knowledge with advanced workshops on video game engines, specific software tools, project management, and team-building skills.
•Presentation Skills: Learn how to effectively communicate your game concept through an internal pitching deck, showcasing your ability to articulate your idea.
Learning and Teaching
Teaching and learning methods
Teaching methods include:
• Project Briefings
• Group tutorials and discussions
• One-to-one tutorials
• Critical Reviews
• Seminars
• Creative and technical workshops
• Technical demonstrations
• Visual presentations
Learning activities include:
• Creative portfolio development
• Research and concept development workshops
• Creative design and technical workshops
• School resource based learning
• Seminars
• Study visits
• Peer group learning
• Group critiques
• Self-assessment
Type | Hours |
---|---|
Independent Study | 252 |
Teaching | 48 |
Total study time | 300 |
Assessment
Formative
This is how we’ll give you feedback as you are learning. It is not a formal test or exam.
Portfolio
- Assessment Type: Formative
- Feedback: Feedback on project briefs. You will experience formative feedback during the module in different learning situations, for example: tutorials, crits and written feedback.
- Final Assessment: No
- Group Work: No
Summative
This is how we’ll formally assess what you have learned in this module.
Method | Percentage contribution |
---|---|
Portfolio | 100% |
Referral
This is how we’ll assess you if you don’t meet the criteria to pass this module.
Method | Percentage contribution |
---|---|
Portfolio | 100% |
Repeat
An internal repeat is where you take all of your modules again, including any you passed. An external repeat is where you only re-take the modules you failed.
Method | Percentage contribution |
---|---|
Portfolio | 100% |