Module Descriptors
DIGITAL MEDIA SKILLS FOR GAMES AND ESPORTS
ESPO30002
Key Facts
School of Digital, Technologies and Arts
Level 3
60 credits
Contact
Leader: Leigh Evans
Hours of Study
Scheduled Learning and Teaching Activities: 144
Independent Study Hours: 456
Total Learning Hours: 600
Pattern of Delivery
  • Occurrence A, Capital City Colleges Group t/a WKCIC GROUP - Har, UG Semester 1 to UG Semester 2
  • Occurrence A, Capital City Colleges Group t/a WKCIC GROUP - Har, UG Semester 2
Sites
  • Capital City Colleges Group t/a WKCIC GROUP - Har
Assessment
  • Practical - Case Study Presentation - 10 minutes weighted at 25%
  • Practical - Demo 10 minutes weighted at 25%
  • Coursework - Assignment - 2000 words weighted at 25%
  • Coursework - Assignment - 1000 words weighted at 25%
Module Details
Learning Outcomes
1. Apply knowledge and understanding of digital skills when responding to a brief Knowledge & Understanding
2. Demonstrate application of knowledge and understanding to source appropriate assets in responses to a brief Enquiry
3. Demonstrate application of appropriate technical skills in the creation of a product or channel Application
4. Synthesise ideas in order to produce creative responses that meet the needs of the brief Analysis
Indicative Content
You will learn the skills needed for roles across the game design and esports industries. Before putting them to practice by developing content for both areas. Developing content for digital media in these areas requires good knowledge and understanding of the audiences and workflows involved, so these are key skills that will be developed alongside the practical based ones.

You will learn how to create your own assets in your chosen medium. Which will cover four fields:
• Video
• Audio
• Digital publishing
• 2D or 3D games
Web Descriptor
This module will give you an overview of how the games and esports industry operate as well as keeping you up to date with new developments.
You will learn how to work to a client brief and choose a product that relates to your chosen field of study and develop the skills you need to complete the project, as well as present/pitch the product.

You will learn how to research current ideas to develop and inform your own work and how to use techniques to develop your own thinking, including mind maps and mood boards.

You will learn how to index your sources and create e-portfolios as well as an awareness of copyright, acknowledgements, references, ownership, permissions and clearances.
Adapting your product to suit a target audience is key and you will also cover audience segmentation and characteristics as you refine your project.
Learning Strategies
2x 3 hour tutorial/workshop sessions per week delivered as 8 weeks intensive Lecture/Tutorial followed 4 weeks of surgery sessions each semester.
Texts

Adobe Photoshop CC Classroom in a Book, 2018, Andrew Faulkner, 978-0135261781
Adobe Premiere Pro CC Classroom in a Book, 2019, Maxim Jago, 978-0135298893
Unity from Zero to Proficiency, 2019, Patrick Felicia, 978-1091872028
Unreal Engine 4 Game Development Quick Start Guide, 2019, Packt Publishing, 978-1789950687
Writing for the Media, 2018, Adrian Wheeler, Emerald Publishing Limited, 978-1787566149
TheScore channel: https://www.youtube.com/channel/UCSCoziKHqjqbox3Fv3Pb4BA/featured
Esports reddit: https://www.reddit.com/r/esports/
British Esports Association: https://britishesports.org/careers/
Resources
Autodesk 3ds Max or Maya
Adobe Photoshop, Illustrator and Premiere or similar
Game engine if required e.g. Gamemaker, UE4 or Unity
Microsoft office suite
Additional Assessment Details
1. Case studies research and planning 25% 10 mins
2. Audience research and pre-production 25% 10mins (inc a practical demo/show
3. Event assets 25% 2000 words + assets
4. Demo of Content 25% 1000 word log + demo

Semester 1
Assessment 1: Research case studies related to games/esports. Present findings of research and developed ideas for an event in a presentation – weighted 25% (LO 2 & 4)

Assessment 2: Research and investigate a target audience for a specific brief within your chosen medium (agreed with tutor), present these findings at pitch presentation alongside any prototype content appropriate for that medium – weighted 25% (LO 1 & 2)

Semester 2
Assessment 3: Develop assets in your chosen medium (agreed with tutor) towards your target audience along with appropriate documentation aimed at running an event – weighted 25% (LO 3 & 4)

Assessment 4: Create a demo of the content required towards your target audience, keep a log of the production – weighted 25% (LO 1,3&4)
Module Additional Assessment Details


1. Case studies research and planning 25% 10 mins
2. Audience research and pre-production 25% 10mins (inc a practical demo/show
3. Event assets 25% 2000 words + assets
4. Demo of Content 25% 1000 word log + demo

Semester 1
Assessment 1: Research case studies related to games/esports. Present findings of research and developed ideas for an event in a presentation – weighted 25% (LO 2 & 4)

Assessment 2: Research and investigate a target audience for a specific brief within your chosen medium (agreed with tutor), present these findings at pitch presentation alongside any prototype content appropriate for that medium – weighted 25% (LO 1 & 2)

Semester 2
Assessment 3: Develop assets in your chosen medium (agreed with tutor) towards your target audience along with appropriate documentation aimed at running an event – weighted 25% (LO 3 & 4)

Assessment 4: Create a demo of the content required towards your target audience, keep a log of the production – weighted 25% (LO 1,3&4)


For 2020/21 - alternative assessment

Practical - Case Study Presentation - 10 minutes

Practical - Demo 10 minutes

Coursework - Assignment - 2000 words

Coursework - Assignment - 1000 words"