This module will provide students with an introduction to the games industry by engaging them with developing, pitching, and communicating game concepts, and by requiring them to consider gameplay principles, game development practices, and game production.
The aim of this module is to provide the student with an understanding of games design and production practices, and to develop skills in the conceptualisation, communication, and planning of game projects.
By the end of this module the student should be able to:
1. Demonstrate an understanding of the historical, technological, and social factors that influence game design and development.
2. Demonstrate an ability to conceptualise, iterate, refine, and pitch game design ideas.
3. Communicate game design ideas through the development of a proposal, demonstrating an appreciation for game production practices and project management methodologies.
1 History of Games and the Games Industry
Fundamentals of play, board and card games, early digital games, emergence of a professional digital games industry, the role of the game designer, the role of the game producer.
2 The Nature of Digital Games
Gameplay, game genres, game platforms, audiences.
3 The Structure of the Games Industry
Developers, software tools and middleware providers, publishers, hardware manufacturers, distributors and retail outlets.
4 Documentation and Communication
High concept, X meets Y, pitching, visualising concepts, communicating gameplay, developing a game design proposal.
5 An Introduction to Game Project Management
Overview of project management methodologies employed in digital game production, discussion of production planning materials, consideration of the business case, the scope baseline, the schedule baseline, work breakdown, cost breakdown, risk register.
Statement on Teaching, Learning and Assessment
The module will be delivered using a lecture and practical focus, with a portfolio of evidence as assessment instrument. Feedback is provided to the students in the practicals, however students are encouraged to regularly discuss their work with the module tutor throughout the course of the module. Over 60% of contact time is taken up with the students engaging in active enquiry.
Teaching and Learning Work Loads
|Supervised Practical Activity||24|
|Unsupervised Practical Activity||0|
Credit Value – The total value of SCQF credits for the module. 20 credits are the equivalent of 10 ECTS credits. A full-time student should normally register for 60 SCQF credits per semester.
We make every effort to ensure that the information on our website is accurate but it is possible that some changes may occur prior to the academic year of entry. The modules listed in this catalogue are offered subject to availability during academic year 2018/19 , and may be subject to change for future years.