INDICATIVE CONTENT
In preparation for the module, students will attend a range of lectures on topics such as:
Working in groups
Effective communication for collaborative projects
Project management tools and methodologies
Using source control
Development review processes
Quality assurance
Additional learning content will be provided via video content on a range of development topics targeted at different roles and responsibilities.
Students will work in a junior role in a group comprised of students from both level 5 and level 6 from all courses in the Games Development Department including concept artists, 3D artists, designers, programmers, animators and technical designers.
The groups will be working towards a vertical slice of a game, evidencing the core gameplay and visual elements supported by multiple members of the teaching team in the role of group supervisors.
ADDITIONAL ASSESSMENT DETAILS
Assessment Component 1 - (Learning Outcomes 1,3 and 4)
Vertical Slice of a Game weighted at 50% consisting of:
Work as a junior member of a team, contributing to the development of the game, producing assets and artifacts suitable for use in your groups vertical slice demo of a game.
Assessment Component 2 - (Learning Outcomes 2 and 3)
Portfolio of Individual Contributions weighted at 50% consisting of:
Produce documentation, showreels and portfolio assets to evidence your contributions to the game project and a reflective, critical analysis of personal practise.
LEARNING STRATEGIES
4 x 1-hour introductory lectures in semester before module.
2 x 4-hour development days a week onsite, working with group
1 x 8-hour development days a week remote, working with group via online communication tools.
Learning will be supported by a range of collaboration and project management tools where students will be expected to engage.
LEARNING OUTCOMES
1. Work effectively as an individual within a project team to produce a game.
2. Reflect on their own personal skills and attributes valuable to a team.
3. Consider a range of established techniques and select an appropriate approach to provide solutions to problems.
4. Communicate within a team as junior members towards a common goal.
RESOURCES
Game Engine Software
Autodesk Suite
Adobe Suite
Microsoft Word
Digital Academy Forums
Digital Academy Uploads
Blender
Marvelous Designer
Z-Brush
REFERENCE TEXTS
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
WEB DESCRIPTOR
Students will work in a junior role in a group comprised of students from across the suite of games development courses to mimic a games development studio. They will work with other juniors and level 6 students who take the role of seniors, to make a vertical slice of a game.