Module Descriptors
PROFESSIONAL PRACTICE
GDEV40029
Key Facts
Digital, Technology, Innovation and Business
Level 4
20 credits
Contact
Leader: Christopher Payne
Hours of Study
Scheduled Learning and Teaching Activities: 48
Independent Study Hours: 152
Total Learning Hours: 200
Pattern of Delivery
  • Occurrence C, South Staffordshire College - Lichfield Site, UG Semester 2
  • Occurrence D, Burton and South Derbyshire College, UG Semester 2
  • Occurrence E, Stoke-on-Trent College, UG Semester 2
Sites
  • Burton and South Derbyshire College
  • South Staffordshire College - Lichfield Site
  • Stoke-on-Trent College
Assessment
  • VERTICAL SLICE OF A PROJECT SET BY INDUSTRY (SHARED GROUP GRADE) weighted at 70%
  • INDIVIDUAL REFLECTION - 1500 WORDS weighted at 30%
Module Details
Additional Assessment Details
Assessment Component 1

Vertical Slice of a Project set by Industry (shared group grade) weighted at 70% consisting of:

Work as a member of a team:

Define an appropriate team structure and project management approach.

Set up, attend and participate in group meetings.

Set individual responsibilities.

Deliver a completed vertical slice video game to respond to the brief based the teams' individual contributions.

Contribute individually to the team brief set by industry.

Produce assets and artifacts suitable for the vertical slice game.

Maintain records and documentation

Manage responsibilities set by the group.

Industry will also give feedback on student work. It is expected that the college partner will establish an industry link to make this possible.

(Learning Outcomes 1, 2)

Assessment Component 2

Individual Reflection weighted at 30% consisting of:

An individual reflection which should include:

Evaluate your engagement within the team: Reflect on your contribution to team dynamics, including your role, level of participation, and how you supported the overall project goals.

Analyse the effectiveness of communication: Discuss how well you communicated with team members, how you facilitated or participated in discussions, and how you ensured clarity and understanding within the group.

Conflict resolution strategies: Reflect on any conflicts or challenges that arose within the team, how they were addressed, and what you learned from these experiences in terms of conflict management.

Personal communication strategies for future projects: Identify specific communication approaches or strategies that you found effective and plan to adopt or improve in future collaborative projects.

Skills development: Discuss the specific skills you developed during the project, both technical and soft skills, and how these have enhanced your ability to contribute to similar projects in the future.

Opportunities for further growth: Reflect on areas where you feel there is room for further improvement or development and outline a plan or strategies to address these in future projects.



(Learning outcome 3)

Indicative Content
Since this module is industry facing, briefs from industry will provide the necessary focus for student group work. As a result, student groups will choose from a variety of briefs set by industry to form the basis of their project work. Students will work in a group of mixed disciplines which may consist of artists, designers, programmers and animators.

Using a chosen industry brief, the groups will be working towards a project aim, evidencing the core elements and supported by multiple members of the teaching team who will adopt the role of group supervisors.

Module Overview and Preparation

To ensure a strong foundation for this module, students will engage in a series of lectures and workshops covering essential topics that are critical for successful collaboration in group-based projects. These sessions may include, but are not limited to:

Collaborative Group Dynamics: Exploring best practices for working effectively in teams, including understanding group roles, responsibilities, and interpersonal dynamics.

Communication Strategies for Team Projects: Focusing on effective communication techniques that facilitate clear, concise, and constructive interactions within a collaborative environment.

Project Management Tools and Methodologies: An introduction to various project management frameworks and tools, such as Agile, Scrum, or Kanban, which are essential for planning, tracking, and executing projects.

Version Control and Source Management: Training in the use of source control systems (e.g., Git) to manage project files, ensure version integrity, and facilitate collaboration among team members.

Development Review Processes: Guidance on conducting and participating in development reviews, including code reviews, design critiques, and iterative feedback loops.

Quality Assurance and Testing: Emphasizing the importance of quality assurance practices, including testing methodologies and processes to ensure the final product meets industry standards.



Web Descriptor
Choosing a brief that has been set by industry, students will work in a group comprised of mixed disciplines to mimic a games development studio. They will work together to create the project’s vertical slice.
Learning Strategies
This module should include introductory lectures as well as development days per week onsite for group working. Development days should also include remote working via online communication tools.

Learning will be supported by a range of collaboration and project management tools where students will be expected to engage.
Texts
Ramos, B.B. and Pimentel, K. (2023) Unreal Engine 5 shaders and effects cookbook¿: over 50 recipes to help you create materials and utilize advanced shading techniques. 2nd ed. Birmingham: Packt Publishing, Limited.

Tan, T.W. (2024) Game Development with Unreal Engine 5 Volume 1: Design Phase. 1st edn. Berkeley, CA: Apress L. P. Available at: https://doi.org/10.1007/978-1-4842-9824-4.

Romero, M., Sewell, B. and Cataldi, L. (2022) Blueprints Visual Scripting for Unreal Engine 5: Unleash the True Power of Blueprints to Create Impressive Games and Applications in UE5. 3rd edn. Birmingham: Packt Publishing, Limited.

Portny, S.E. and Portny, J.L. (2022) Project management. 6th Edition. Hoboken, New Jersey: John Wiley & Sons, Inc.

Shi, Q. and Chen, J. (2006) The Human Side of Project Management: Leadership Skills. 1st edition. Project Management Institute.

Adams, E. & Dormans, J. 2012, Game mechanics: advanced game design, First edn, New Riders, Berkeley, Calif. ISBN 0321820274

Fullerton, T. 2014;2008;, Game design workshop: a playcentric approach to creating innovative games, 3rd edn, CRC Press, Boca Raton ISBN 1482217163

Mitchell, B.L. & Books24x7, I. 2012, Game design essentials, 1. Aufl.;1; edn, John Wiley & Sons, Inc, Indianapolis, IN. ISBN 1118159276

Todd, D. 2007, Game design: from blue sky to green light, A K Peters, Wellesley, Mass ISBN 156881318X

Schell, J. 2015; 2008;, The art of game design: a book of lenses, 2nd edn, CRC Press, Boca Raton. ISBN 0123694965

Gazaway, D., 2021. Introduction to Game Systems Design. Pearson. ISBN 0137440847

Schreiber, I. & Romero, B., 2021. Game Balance. CRC Press. ISBN 1498799574

Resources
Game Engine Software

Autodesk Suite

Adobe Suite

Microsoft Word

Digital Academy Forums

Digital Academy Uploads

Blender

Marvelous Designer

Z-Brush
Learning Outcomes
1. Consider appropriate games development approaches with relation to a set project brief

2. Work effectively as an individual within a project team to respond to a technical brief set by industry

3. Reflect on your own personal skills and attributes valuable to the team.