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Module Catalogue

SCQF Level: 07  

Module Code: DES102

Credit Value: 20  

Year: 2017/8

Term: Term 1

School: School of Arts, Media and Games

Description

The module will introduce students to the production of visual assets and media typically employed in the game concept development, pitching, and approval process.

Aims

The aim of this Module is to provide the student with a working knowledge of the computer arts production techniques and practices required to design and visually communicate concepts for games.

Learning Outcomes

By the end of this module the student should be able to:

1.  Utilise a range of computer arts software packages to produce 2D, 3D, and animated assets suitable for application in previsualisation

2.  Demonstrate an appreciation of visual arts theories and visual communication methods appropriate to game concept development

3.  Develop previsualisation materials that aid in the communication of an original game concept, and present the game concept in line with games industry practices and expectations

Indicative Content

1 Concept Development

Generating, documenting, and communicating an initial idea

2 Communication

Overview of communication theory and visual narrative

3 Gameplay

Define and discuss the core elements of gameplay within a concept

4 Software and Tools

Exploring the range of products and resources available to facilitate effective design

5 2D Image Manipulation

Creating and editing assets in terms of visually communicating a game concept

6 Utilise 3D software

Utilise 3D software to communicate layouts, movement, and interaction

7 Time-Based Media

Use animation/video editing software and moving image techniques to convey gameplay

8 Audience

Communicating a concept in support of demographics, platform, and marketplace

Statement on Teaching, Learning and Assessment

Students will receive a series of lectures supported by online tutorials and supervised practical sessions. Lectures will cover the core content of the module, discussing the underlying theories and concepts that inform previsualisation for the creative industries. The supervised practical sessions will be dedicated to project work, in particular the development of the Pitch Document assessment submission.

Teaching and Learning Work Loads

Total 200
Lecture 12
Tutorial/Seminar 0
Supervised Practical Activity 24
Unsupervised Practical Activity 0
Assessment 82
Independent 82

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Guidance notes:

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.

Disclaimer: 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 2017/18 , and may be subject to change for future years.

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