Module overview
This module represents the next step in the development of the Games Design module. You will take forward one of the Game Design Documents (GDD) from the previous module into production. You will choose and pitch for a specific industry role within the production of a “Vertical Slice” from said GDD and, during the semester, work within a team, to realise its development.
You will take an in-depth approach to understanding and translating a GDD into production and utilise methods to realise in depth research and professional team work methodologies, to create the related assets dependant on your role within the team. Weekly Sprints will take place to inform team progress. The teams for each “Vertical Slice” will be set up in the form of a small indie game operation, working under roles of Chief Technical Officer (CTO) and Chief Operating Officer (COO), which will be allocated by staff on the programme.
Your own role will determine the specific nature of your work, be that translating mechanic ideas into code, or concept art into working 2d or 3d game assets.
The work from this module will form a public facing pop up arcade event at which each team will showcase their projects.
Your process documentation and reflective outputs, alongside your portfolio of specific assets, will be produced in an online format, suitable to best communicate your learning, for example as an illustrated blog with associated materials.
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 as directed.
Aims and Objectives
Learning Outcomes
Knowledge and Understanding
Having successfully completed this module, you will be able to demonstrate knowledge and understanding of:
- knowledge gained from a range of sources and contexts to advance your team project;
- how to identify a teamwork role and the characteristics of its practical application;
- experimental methods to advance your discipline-specific ideas.
Subject Specific Practical Skills
Having successfully completed this module you will be able to:
- test and advance your ideas in a practical and critical context appropriate to your discipline.
- confidently use a range of technical skills to realise your Vertical Slice;
Transferable and Generic Skills
Having successfully completed this module you will be able to:
- effectively utilise academic resources and apply appropriate methodologies to your practice.
- develop and manage your contribution to a sustained team project;
- articulate and summarise your critical reflection of the project;
Subject Specific Intellectual and Research Skills
Having successfully completed this module you will be able to:
- analyse and produce your practical work through sustained engagement and critical awareness of your ideas;
- interpret an idea or motivating concept into a self-designed team project;
- select appropriate tools in order to support the develop of a ‘Vertical Slice’;
- evaluate your teamwork role in relation to its professional contexts.
Syllabus
Developing from the module Games Design, you will consider and vote for a Games Design Document that will be taken forward into Development as a “Vertical Slice”.
You will pitch and take on a specific role in the production of the “Vertical Slice”. The module operation is like a professional Games Studio, with staff taking on key roles as Chief Technical Officer (CTO) and Chief Operating Officer (COO) and students as creative leads in teams that engage in weekly sprints, using processes such as Agile and Kanban methodologies in a robust and industry approach utilising related tools.
You will assemble a portfolio of work that demonstrates your experimental process, the products of your testing and examples of work which creatively address the concerns and ambitions of the “Vertical Slice”. You will produce a “Vertical Slice” suitable for professional presentation within the Game Industry.
You will keep detailed process documentation throughout the module which will contain notes, mapping of ideas, recording examples of experimentation, and commentary on your work as it progresses with reflection on how you utilise information about the contemporary context and your team role. For example as an illustrated blog and the associated materials.
Learning and Teaching
Teaching and learning methods
Teaching methods include:
- talks;
- weekly Sprints;
- 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;
- process documentation;
- workshops;
- using, comparing and evaluating specialist resources for Games Design & Art;
- team work;
- discussion;
- weekly Sprints;
- various Tutorial Activities;
- peer group learning;
- Academic Skills Hub;
- self assessment.
Relationship between the teaching, learning and assessment methods and the planned learning outcomes
In this module learning and teaching activities focus on helping you to direct your exploration and investigation of your ideas.
Type | Hours |
---|---|
Supervised time in studio/workshop | 60 |
Completion of assessment task | 110 |
Follow-up work | 80 |
Practical classes and workshops | 60 |
Wider reading or practice | 30 |
Preparation for scheduled sessions | 55 |
Tutorial | 55 |
Total study time | 450 |
Resources & Reading list
Internet Resources
Agile Methodology, n.d., What is Agile Methodology.
Panopto Recordings (via Blackboard).
Textbooks
Stellman, A. & Greene, J. (2014). Learning Agile. O'Reilly Media, Inc..
Knapp, J., Zeratsky, J. & Kowitz, B. (2016). Sprint. Random House.
Whitehead, R. (2001). Leading a Software Development Team. Addison-Wesley.
Gothelf, J. (2017). Lean vs. Agile vs. Design Thinking. Sense & Respond Press.
Eyal, N. (2014). Hooked. Penguin.
Assessment
Formative
Formative assessment description
Portfolio Portfolio DevelopmentSummative
Summative assessment description
Method | Percentage contribution |
---|---|
Portfolio | 100% |
Referral
Referral assessment description
Method | Percentage contribution |
---|---|
Portfolio | 100% |
Repeat
Repeat assessment description
Method | Percentage contribution |
---|---|
Portfolio | 100% |
Repeat Information
Repeat type: Internal & External