Module details for Game Design Practice

Description

The field of game design encompasses a breadth of specialist roles and applications. In this module, students will be supported to identify their own areas of interest and professional specialisation, taking into account factors such as game genres, audiences, platforms, technologies, and content. With the support of the tutor, students will research game design practice and develop a PDP targeted at skill and portfolio development.

Aims

The aim of this module is provide students with the opportunity to undertake advanced independent study in a defined area of game design practice, with a view to developing relevant creative, technical, and professional skills.

Learning Outcomes

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

1.  Research contemporary areas of game design practice, identifying roles, responsibilities, required skills, and relevant bodies of knowledge.

2.  Identify an area of personal interest within the field of game design, and devise a personal development plan founded upon a skills audit

3.  Undertake a specialist project following self-directed tutorials and reading, leading to the generation of a portfolio of new game design work

4.  Demonstrate the ability to assess and communicate one’s own development, and to devise effective strategies for ongoing personal improvement

Indicative Content

1 Game design roles

Researching game design and related roles across the games industry, e.g. gameplay design, systems design, technical design, mission/quest design, level design, environment art/design, character art/design, narrative design, cinematics design, lighting and VFX design, sound design, content design, UX/UI design, monetisation design, immersive experience design, etc.

2 Games genres and audiences

Researching how factors such as game genres and target audiences impact on approaches to game design, skills, and bodies of knowledge.

3 Game technologies and platforms

Considering game design for a breadth of devices, e.g. mobile/tablet, specialist console, PC/Mac, online, VR, AR, MR, performance, and analogue game design.

4 Bodies of knowledge

Developing an appreciation of the relevant bodies of knowledge to game design in general, and specialist roles and applications in particular. Producing and making use of reading lists that encompass not only literature in game design and game studies, but also other fields and disciplines that overlap with specialist areas of game design practice.

5 Skills audit

Undertake structured review of current skills as mapped to game design in general and to specific roles and applications of game design that are of personal interest. Use a skills audit to assist in planning for personal development, and for helping to shape and update your CV.

6 Personal development planning

Develop a PDP that frames your self-directed learning, encompassing technical and software tutorials, reading to support development of theoretical and conceptual knowledge, and ongoing applied practice to improve skills, abilities, and to enhance your portfolio.

7 Specialist portfolio

Review the portfolios of peers and professionals, and carry out an independent study project that will underpin the production of a portfolio targeted at a specialist game design role or application.

8 Self-assessment and peer feedback

Understand the need to engage with regular and honest self-assessment, and the value of regular sharing of work with peers and wider communities of practice.

Teaching and Learning Work Loads

Teaching and Learning Method Hours
Lecture 0
Tutorial/Seminar 10
Practical Activity 24
Assessment 80
Independent 86
Total 200



Guidance notes

SCQF Level - The Scottish Credit and Qualifications Framework provides an indication of the complexity of award qualifications and associated learning and operates on an ascending numeric scale from Levels 1-12 with SCQF Level 10 equating to a Scottish undergraduate Honours degree.

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 2021/22 , and may be subject to change for future years.