Module Descriptors
GROUP GAME DEVELOPMENT PROJECT AND WORK-BASED SIMULATION
COSE60591
Key Facts
School of Digital, Technologies and Arts
Level 6
30 credits
Contact
Leader: Shaun Reeves
Hours of Study
Scheduled Learning and Teaching Activities: 48
Independent Study Hours: 252
Total Learning Hours: 300
Pattern of Delivery
  • Occurrence A, Stoke Campus, UG Semester 1 to UG Semester 2
  • Occurrence A, Stafford Campus, UG Semester 1 to UG Semester 2
  • Occurrence A, Stafford Campus, UG Semester 2
  • Occurrence A, Stoke Campus, UG Semester 2
  • Occurrence A1, Stafford Campus, UG Semester 1 to UG Semester 2
  • Occurrence A2, Stafford Campus, UG Semester 2
Sites
  • Stafford Campus
  • Stoke Campus
Assessment
  • GROUP PROJECT weighted at 60%
  • REPORT (3000 words) weighted at 40%
Module Details
Module Resources
Suitable game development environments such as Visual Studio with DirectX, Unreal Tournament Development Kit (UDK).
Version Control system such as Subversion
Module Indicative Content
This module explicitly focuses on significant elements required for the achievement of the STAFFORDSHIRE GRADUATE ATTRIBUTES

Business Related Concepts
- Business models and processes
- Legal definitions of companies
- Studio simulation
- Business models used in the industry
- Knowledge management
- Intellectual Property rights ¿ esp. w.r.t. Global distribution
- legal issues of data protection and contract considerations

Team Development & Management
- Management theory - people
- Management theory ¿ functions

Project management concepts
- Review of methodologies appropriate for computer game development, and associated specification and design documentation.
- Techniques and tools for collaborative game development and testing.
- Development of single and multi-player games for PC, console and handheld devices using a development environment
- Working collaboratively to reinforce professional practices and roles in the games industry
Technical concepts
- Development of an adaptable core game engine using appropriate design patterns and data
- Specify the functional requirements of a game,
- Ludology and narratology
- Specify the asset requirements of a game
- Profiling optimisation, debugging and tuning strategies for games.
- Adoption of scripting languages or data driven game models allow non-programmers to make rapid changes to the game outcomes without the need for changes to the game code.
- Tools, build procedures and concepts.
- Testing and repeatability concepts
Reference Texts
The Game Production Handbook, 2nd ed, Heather Maxwell Chandler (2009), Infinity Science Press, ISBN-13: 978-1934015407

Blood, Sweat and Pixels by Jason Schrier, ISBN: 978-0062651235
Module Special Admissions Requirements

Previous study of COSE50631 Technical Game Production or equivalent





Module Learning Strategies
12 lectures and tutorials and 14 x 8 hours of blended learning.

• Lectures and Blended learning will take place in the post assessment period of semester 2
Module Additional Assessment Details
A GROUP PROJECT in which an inter-disciplinary cooperative team develop a substantive game-related artefact using recognised design principles, recognised testing methods and involving the implementation of a code or script based tool to assist the construction of the main artefact. (60%) Learning outcomes 1-4

An individual reflective REPORT discussing the game production process and career development (3000 words) (40%) Learning outcomes 4-6. Final assessment.