For this module, students will be required to work together on an interactive media project as part of a multidisciplinary team. Individual students will be expected to contribute to their team by taking on a professional role suited to their area of study. As part of the module, all students will be expected to: communicate with clients and relevant stakeholders; participate in pitching and presentations; research and test technical pipelines; create project documentation and planning materials; and contribute to the iterative design and development of a final interactive prototype.
The aim of this module is to provide the student with the ability to operate professionally as a subject specialist within a multidisciplinary development team, contributing to planning, presenting, prototyping, and production.
By the end of this module the student should be able to:
1. Contribute to the development, testing, enhancement, and completion of a defined interactive media project
2. Demonstrate the ability to fulfil and appraise their own defined professional role within a team, evaluating their contribution in relation to expectations of the comparable role in industry
3. Demonstrate teamwork, communication, and professionalism through collaboration on- and delivery of- a team project
1 Team Organisation and Management
Attend and participate in team meetings, keep meeting minutes, and assign roles and responsibilities; Identify and overcome team problems, understand conflicts and approaches to conflict resolution, and engage with team building.
2 Communication and Professionalism
Demonstrate the ability to communicate within the team, with tutors, with clients/mentors, and with other stakeholders in a professional and respectful manner.
3 Development Methodologies
Understand and apply appropriate development methodologies framed by the requirements of a project and balance of a team, e.g. agile, scrum, lean, spiral, feature-driven, waterfall/traditional.
4 Research and Concept Development
Research similar products and competitors; Research and interpret the product marketplace, considering platform, user profiles, costs, regional differences etc; Conduct visual and audio research; Iteratively develop design concepts in response to a given brief.
5 Technologies and Pipelines
Research software and hardware technologies; Develop a technical plan for game development; Research, develop, test and document production pipelines.
6 Style and Branding
Develop a brand for the team and the project; Research, develop, document, and communicate a defined visual and audio style; Produce marketing and promotional materials.
7 Pitching and Presentation
Develop and deliver a project pitch in response to a supplied creative brief, and deliver presentations to clients, tutors, and other stakeholders; Respond to client and tutor feedback, revising aspects of the project design.
8 Prototype Development, Testing, and Iteration
Use appropriate software, hardware, game engines, and other tools to deliver a working digital prototype; Engage with regular user testing to inform design iteration, demonstrating an appreciation of user experience.
9 Release Management
Manage the software development process using source control, defect tracking, and build processes.
10 Project Delivery
Consider the methods for delivering products to the market, including market cycles, digital distribution, and the publisher-developer relationship; Deliver a complete prototype with accompanying press kit.
Teaching and Learning Work Loads
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 2019/20 , and may be subject to change for future years.