This module requires students to be part of a team that apply their skills in the critical analysis, evaluation and synthesis of a professionally aligned video game. This will include being actively involved in the concept development and game design as well as taking a central technical role in its development.
The aim of this Module is to provide the student with an opportunity to demonstrate their ability to operate at a professional level of games development and to show their ability to critically review and consolidate their working practices within a team environment.
By the end of this module the student should be able to:
1. Play an active part in a development team as a programmer
2. Demonstrate the development pipeline as part of the indicative content and how to manage assets from creation to in-game
3. Reflect upon the team's performance in meeting the challenges set to it and to suggest remedies for future projects
1 Game Development Approaches
concepts, design, development, publishing, genres, delivery technologies.
2 Concept Design
concept creation, creativity, terminologies, core design, game description, presentation, market.
3 Games Markets
historic development, consoles, PC, handhelds, mobile phone, sociology of gaming, psychology of gaming, costs & profits, target countries.
4 The Development Team
roles, responsibilities, meetings & minutes, The Producer, artists, musicians, coders, testing & QA, inter-personal communication, team-building.
5 Game Architecture
game loop, object oriented modelling, event modelling, mapping between documents, databases, networking.
6 Level Design
space, time, lighting, sound, the level designer (person), the level designer (software).
Statement on Teaching, Learning and Assessment
This module is a group project, so that 90% of the scheduled time is spent on active enquiry and project work. As part of a team, the students have to appreciate the roles of the other members and how to get the best out of the members who have different skills and motivations. This is an exercise in collaborative learning where the students will use a commercial quality game engine. The teams are given a broad brief, in order to allow them as much freedom as possible to express themselves creatively and technologically. The module is set up to be as true to ‘Industrial experience’ as possible and to allow them to make mistakes and remedy them. To this end the briefs supplied to them will come from an external client and they will be expected to treat the whole process as if employed by that client. They are given lectures on the design of games and possible ways of going about such a project but the final say in how they do anything is down to the group themselves in agreement with the clients.
Teaching and Learning Work Loads
|Supervised Practical Activity||36|
|Unsupervised Practical Activity||60|
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.