This module develops an in-depth understanding of the issues around the production process and managing a creative team
The aim of this Module is to provide the student with an understanding of the role processes and methodologies associated with person- management skills required for the creative industries. Together with the legal and ethical frameworks surrounding creative media, and operating in a professional manner within these constraints.
By the end of this module the student should be able to:
1. Explain the issues relating to keeping a team of creative individuals content and productive
2. Analyse and evaluate techniques and practices to keep a team project on time and within budget
3. Know how to analyse and evaluate the risks associated with a development, and to classify and control these risks
4. Describe and discuss a range of current business models that underpin and drive media production and distribution.
5. Critically analyse a variety of legal, moral and ethical issues affecting the creative industries.
Management styles, defining roles, responsibilities skills etc. of good managers, assertiveness, rapport, influence, leadership, management strategies.
2 Controlling Software Production
Programmers, code, data, version control, tools, software reviews, the mythical man-month, the principles of software engineering.
3 Controlling Asset Production:
Analogue artworks, digital artwork conversion and creation, static imagery, time-based imagery, FMV, character design, look'n'feel. Importance of audio sound effects, ambient noise, music creation, capture, editing, editing, conversion, storage, size, reproduction, immersion.
4 Production Control
The project reporting mechanisms, planning, management, organisation, staffing, directing, controlling, project initiation, plans, budget, resources, inventories, termination, project management tools.
5 Human Factors
Building self-esteem, confidence, intra- and inter- team relationships, domain expertise, discontent, resolving conflict, managing performance.
6 Handling Criticism
Internal and External mechanisms for evaluation, the media cycle and handling reviews
7 Team Dynamics
How teams operate and develop, relationships, stakeholders, reporting agreements, diversity as strength, goal-setting, identifying strengths and weaknesses.
8 Case Studies
How games and interactive media companies are managed. Variety of company structures and teams, value of analysis and post-mortems. Using games- related and non-games industry examples.
9 Professional Practice & Ethics
Business models, revenue distribution, delivery networks and publishing. Media Law and Ethical considerations in content creation.
10 Managing Risk and Uncertainty
Identifying and managing risk in resources, processes and legal aspects. Quality assurance as part of production: planning, QA teams, outsourcing, costing, testing, alpha/beta/gold master stages.
Statement on Teaching, Learning and Assessment
Students will receive a series of lectures supported by seminar sessions. Lectures cover the key content of the module, highlighting appropriate texts and providing the student with the knowledge and awareness to critically evaluate and participate in the module content. Seminars focus on group discussions and analysis of specific issues in management and leadership in the creative industries.
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 2017/18 , and may be subject to change for future years.