Module overview
This module builds upon and deepens the learning undertaken in the module in Interrogate, Investigate, Instigate, and features additional research trips. Through a series of projects, you will be introduced to an advanced range of activities and workshops, building on semester one. New activities to engage in structured principles of iteration, testing and feedback in the production of more complex game assets and game practices related to player engagement will be introduced through a series of activities, workshops, prototypes, user testing events and minimum viable products (MVP). The introduction of specific game methodologies such as Agile and Kanban will form a solid basis for project structure and management approaches within the module.
Starting points will be provided to engage in an analytical and reflective process that will culminate in a portfolio of work that translates and communicates ideas via a series of game making approaches that also evidence your learning. Each project, alongside your creative investigation will culminate in a games related artefact, prototypes and a series of outcomes. The learning within each project will build throughout the semester and you will advance your personal toolkit for your own game making and creative investigation.
Projects will conclude in outward facing pop up arcade events throughout the semester held both on and off campus.
Your portfolio should consist of all studio work developed over the course of the semester, including evidence of workshop and tutorial activities, all sketchbooks, research, annotation and preparatory material alongside outcomes specified within the projects
Aims and Objectives
Learning Outcomes
Subject Specific Practical Skills
Having successfully completed this module you will be able to:
- use 2d and 3d games specific software, coding and related methodologies.
- undertake user testing and evaluate feedback in relation to your prototypes:
Subject Specific Intellectual and Research Skills
Having successfully completed this module you will be able to:
- apply critical thinking and different working methods to a range of different specialist techniques and processes relevant to game production in order to manifest your ideas;
- translate industry processes into prototype outcomes;
- begin to evaluate specialist concepts and methods in relation to contemporary practice covered by the scope of games production.
Knowledge and Understanding
Having successfully completed this module, you will be able to demonstrate knowledge and understanding of:
- an introductory range of methods, materials, techniques and skills specific to games design production;
- a game project through the research and reflection of games design production.
- game production teams, task management and project schedule;
Transferable and Generic Skills
Having successfully completed this module you will be able to:
- document your own learning journey in systematic fashion;
- manage and work in an effective team;
- gather research, analyse and synthesise it to make it applicable to prototype practices.
Syllabus
This module continues the work of your previous module Interrogate, Investigate, Instigate. In this module, you will undertake activities that will introduce you to a broader range of design research practices and principles coupled with industry practice for working in an iterative team-based game environment.
You will be set specific projects that will help you focus your work. User testing events and practical application of games for players will feature heavily in the development of your games design and application of industry practices will become embedded in your process. Reflective documentation of your learning journey will form a key component of this module.
This module provides you with an opportunity to enhance your research led approach to games design and introduces you to a range of further pertinent practices, techniques, methodologies and skills associated with game production.
The projects and content of this module provided a focused pathway to the development of your practical skills and conceptual awareness of Games Design & Art. Through theme-informed introductions to content and critical thinking you will explore your ideas and develop an understanding of how different components make up a game.
An important feature of this module is the way in which your involvement with the practices, techniques and content of game production can begin to direct and focus your thinking towards an individual understanding of specialist practice within games practice.
Introduction to 3d design processes for both assets and game coding, 3d animation, game design, character design and project management techniques will be enhanced. These examples are illustrative and not exhaustive. They may vary each academic year. The module will consist of a number of projects that will span the semester utilising methods introduces to create a portfolio of work both individually and working with others.
Learning and Teaching
Teaching and learning methods
Teaching methods include:
- Talks
- Field trips
- Project briefings
- Tutorials
- Group critiques
- Workshops inductions
- Supporting material distributed via virtual learning environments (VLE) such as Blackboard, Panopto and Bob National
Learning activities include:
- Review and revision of material provided in lectures and VLE’s
- Workshops
- Observational drawing activities
- Research method inductions
- Using, comparing and evaluating specialist resources for Games Design & Art.
- Team work
- User testing events
- Discussion
- Presentations
- Group critiques
- Various Tutorial Activities
- Peer group learning
- Self-assessment
Relationship between the teaching, learning and assessment methods and the planned learning outcomes
In this module teaching and learning activities will focus on helping you to enhance your research led critical skills through making which you will explore through a series of projects. You will experience a variety of inductions that are designed to give you a broad introduction to the specialist areas of Games Design & Art and offer you tools through which to experiment and explore your projects. Talks, workshops, tutorial activities and project briefings will introduce you to the projects and contextualise your thinking. Tutorial activities and your own learning documentation will allow you to reflect on and discuss the projects as they progress and how it bears on your own practical work and the work of others
Type | Hours |
---|---|
Tutorial | 45 |
Fieldwork | 20 |
Follow-up work | 60 |
Practical classes and workshops | 90 |
Completion of assessment task | 110 |
Wider reading or practice | 70 |
Preparation for scheduled sessions | 25 |
Supervised time in studio/workshop | 20 |
Seminar | 10 |
Total study time | 450 |
Resources & Reading list
General Resources
Panaopto Recordings (via Blackboard).
Academic Skills Hub. http://library.soton.ac.uk/sash
Lynda.com (via Blackboard). Lynda.com
Blackboard. www.blackboard.soton.ac.uk
Internet Resources
Textbooks
Holmes, D. (2012). A Mind Forever Voyaging. Dylan Holmes.
McCloud, S (1994). Understanding Comics. Turtleback Books..
Bateman, C., (2007). Game Writing: Narrative Skills for Videogames (Charles River Media Game Development). Thompson Delmar Learning.
Dille, F. and Platten (2007). The Ultimate Guide to Video Game writing and Design. Lone Eagle Publishing House.
Schell, J., (2015). The Art of Game Design,. CRC Press.
Sherrod, A. (2008). Games Graphic Programming. Course Technology.
Dille, F. and Platten, J.Z. (2007). The Ultimate Guide to Video Game writing and Design. Lone Eagle Publishing House.
Costikyan, G (2013). Uncertainty in Games. MIT Press..
Solarski, C. (2012). Drawing Basics and Video Game Art. Watson-Guptill Publications.
Perea, A. (2012). Epistemic Game Theory: Reasoning and Choice. Cambridge University Press.
Dutta, P., (1999). Strategies and Games: Theory and Practice. MIT Press.
Sicart, M. (2014). Play Matters,. MIT Press..
Sharp, J. (2015). Works of Game,. MIT Press..
Salen, K. & Zimmerman, E (2004). Rules of Play. MIT Press..
Adams, E (2010). Fundamentals of Game Design. New Riders.
Rogers, S., (2014). Level Up! The Guide to Great Video Game Design. John Wiley & Sons..
Elwes, R (2010). Maths 1001: Absolutely everything that matters in mathematics. Quercus Publishing.
Wigan, M. (2015). Thinking Visually for Illustrators. Bloomsbury Publishing..
Ambrose, G., (2015). Design Thinking for Visual Communication. Bloomsbury Publishing..
Juul, J., (2013). The Art of Failure,. MIT Press.
Isbister, K. (2016). How Games Move Us. MIT Press..
Bestley, R. & Noble (2016). Visual Research. Bloomsbury Publishing..
Norman, D.A. (2013). The Design of Everyday Things,. Basic Books (AZ)..
Salmond, M. (2016). Video Game Design. Bloomsbury Publishing..
Assessment
Formative
This is how we’ll give you feedback as you are learning. It is not a formal test or exam.
Portfolio DevelopmentSummative
This is how we’ll formally assess what you have learned in this module.
Method | Percentage contribution |
---|---|
Portfolio | 100% |
Referral
This is how we’ll assess you if you don’t meet the criteria to pass this module.
Method | Percentage contribution |
---|---|
Portfolio | 100% |
Repeat
An internal repeat is where you take all of your modules again, including any you passed. An external repeat is where you only re-take the modules you failed.
Method | Percentage contribution |
---|---|
Portfolio | 100% |
Repeat Information
Repeat type: Internal & External