A complete introduction to the processes and purposes of designing and developing a piece of interactive entertainment.
The aim of this Module is to provide the student with exposure to the processes, pipelines and challenges involved in team-based design and development of interactive entertainment.
By the end of this module the student should be able to:
1. Work as part of a team and undertake a specific role in the production of a game prototype.
2. Iteratively produce assets and documentation in support of a game concept
3. Reflect upon and present the challenges and issues in collaborative game development
1 Historical Overview
How games have been designed, prominent genres, styles and techniques.
2 Concept and Communication
Conceptualising and communicating ideas, scoping requirements, giving and receiving critique.
3 Design Process
Establishing a process, proposing solutions, iteration and documentation.
4 Core Design
Working up the concept, graphics, features, setting, story, objectives, levels.
5 The development team
Roles and responsibilities, scheduling and milestones, inclusive and supportive working.
6 Rules and Mechanics
Implementing choices, interactivity, strategies, motivation and reward, balancing gameplay.
7 Look and Feel
Establishing a style, ambience, colour and mood, sound effects, and music.
8 Cultural and Commercial Awareness
Designing for an audience, markets, genres and platforms.
Statement on Teaching, Learning and Assessment
The students learn about the roles of the various people involved in making an interactive piece in lectures and select a role for themselves within the group. They are placed in groups and must come to an agreement of which interactive piece they will produce as a prototype. The students spend the semester working in groups producing a prototype. The students spend about two hours a week on active enquiry, and hence overall means that they spend at least 50% of the modules scheduled time on active enquiry and project work.
Teaching and Learning Work Loads
|Supervised Practical Activity||0|
|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.