Module Descriptors
COMPUTER GAMES DESIGN 2A: HIGH CONCEPT AND PREPRODUCTION
GAME50218
Key Facts
School of Computing and Digital Technologies
Level 5
15 credits
Contact
Leader: Nia Wearn
Hours of Study
Scheduled Learning and Teaching Activities: 24
Independent Study Hours: 126
Total Learning Hours: 150
Assessment
  • REPORT weighted at 100%
Module Details
Module Texts
Computer Games Design: Theory and Practice, Richard Rouse III, February 2001, ISBN: 1556227353
Games Design: The Art and Business of Creating Games, Bates, April 2002, ISBN: 0761531653
Game Design: From Blue Sky to Green Light, Todd, Deborah, 2007, ISBN: 9781568813189
Fundamentals of Game Design, Adams, Ernest, New Riders, 2010, ISBN: 9780321643377
Module Special Admissions Requirements
None.
Module Resources
Wiki Software, Online Collaboration Software, Blackboard, Digital Academy Forum, The Internet
MS Project, MS Office, Games Engines, 3D Software
Module Learning Strategies
2 hours per week consisting of:-
1 x 1 hour lecture
1 x 1 hour group meeting
Module Indicative Content
The students will learn to work within a group to design a game. In the course of this they will learn
1. High Concept - search for high concept originality.
2. Narrative design, character design and development
3. Animatic technicques for preproduction
4. Technical demonstration of game mechanics
5. Game balancing between narrative and gameplay
6. Creation of Original Design Documentation
7. Game Marketing and Promotion
8. Game Production and collaborative team work principles
Module Additional Assessment Details
An individual report length 3000 words weighted at 100% accompanied by appropriate design material from groupwork (Learning Outcomes 1, 2, 3 and 4).
This report is an individual report, based on teamworking methods of problem solving, showing the students ability to demonstrate the critical thinking needed to analyse certain reoccuring themes games designers come across. The report should have elements of critical and self evaluation.