Module Descriptors
EMERGENT GAMES TECHNOLOGIES
GDEV60016
Key Facts
Digital, Technology, Innovation and Business
Level 6
20 credits
Contact
Leader: Jarrad Gittos
Hours of Study
Scheduled Learning and Teaching Activities: 48
Independent Study Hours: 152
Total Learning Hours: 200
Pattern of Delivery
  • Occurrence A, Stoke Campus, UG Semester 2
  • Occurrence B, Digital Institute London, UG Semester 2
Sites
  • Digital Institute London
  • Stoke Campus
Assessment
  • Research into Emergent Game technologies weighted at 40%
  • Emergent Game Technology Development Portfolio weighted at 60%
Module Details
INDICATIVE CONTENT

Students will create a Design Brief tailored to their portfolio (Design, Animation, 3D, etc) and propose conceptual solutions and ideas to modern design problems. Students will make use of emerging contemporary technologies to solve this brief iteratively showing a functional engine prototype at the end.


Project examples may include but are not limited to: 3D Scanning, Procedural Worlds, Hair and Fur, Dynamic PBR Lighting, Optimisation of 3D Assets, Control Rig, Cinematics, VFX, Realtime Destruction, Metahuman (Control Rig and Facial Capture), Virtual Production, VR/AR/MR/XR, Mobile, Immersive Experiences, Interactive Technology, and AI.
ADDITIONAL ASSESSMENT DETAILS

Assessment Component 1 - (Learning Outcomes 1, 2)

Research into Emergent Game Technologies, weighted at 40% consisting of:

A series of forum posts identifying and reflecting upon existing technology, application, research and innovations within the field of Emergent Game Technologies.



Assessment Component 2 - Learning Outcomes 3, 4)

Emergent Game Technology Development Portfolio , weighted at 60%, consisting of:

A Games Technology artefact and associated project files.

A series of forum design documentation forum posts which document the iterative development of the artefact, including a final demonstration video and critical reflection.

LEARNING STRATEGIES

2x 3 hour workshops per week

In-class workshopping, discussion and presentations showcasing innovative applications of emergent game technologies
LEARNING OUTCOMES
1. Demonstrate an understanding of design problems and associated solutions leveraging games technologies through established research processes and innovations within the games discipline.

University Learning Outcome

Knowledge and Understanding

2. Propose a range of solutions to game design problems leveraging emergent games technologies and industry best practice, delivered through conceptual pitching approaches

University Learning Outcome

Problem Solving & Communication

3. Create solutions to design problems utilising modern games technologies to deliver innovative solutions which reflect industry best practice.

University Learning Outcome

Application

4. Evaluate the effectiveness of proposed design solutions when compared against industry practices, demonstrating transferrable skills for independent learning and problem solving.

University Learning Outcome

Reflection
RESOURCES
3D Modelling Software¿

Game Engine Software¿

Photo Editing Software¿

Virtual Production Studios

3D Scanners

3D Printer/makerspace access

Sculpting Software

Motion Capture Studio

Video Editing/Compositing software¿

Digital Academy Forum¿

Digital Academy Upload System¿

Data Projection Resource¿

Wacom Tablets¿
REFERENCE TEXTS
Fullerton, T., 2018. Game Design Workshop: A Playcentric Approach to Creating Innovative Games. ISBN 1482217163


Iuppa, N. V. and Borst, T. (2006) Story and simulations for serious games: tales from the trenches. Amsterdam: Focal. ISBN 0132391988


Lowthorpe, C. and Taylor, S. (2018) Punk playthings: provocations for 21st century game makers. Boca Raton: Taylor & Francis Group. ISBN 1498770233


Norman, D. A. (2004) Emotional design: why we love (or hate) everyday things. New York: Basic Books. ISBN 0465051367


Norman, D. A. (2013) The design of everyday things. Revised and expanded edition. Cambridge, Massachusetts: MIT Press. ISBN 0262525674


Swink, S. (2009) Game feel: a game designer’s guide to virtual sensation. Amsterdam: Morgan Kaufmann Publishers/Elsevier. ISBN 0123743281
WEB DESCRIPTOR
Innovation often comes from experimentation, and innovations within the game space are no different. With the constant evolution of game technologies, engines and physical devices, often game engines are being used as solutions to design problems in unconventional ways. This module allows you to explore emergent game technologies to create unique, innovative solutions to a wide range of potential design problems. You will perform some research into new game technologies, devise and develop innovative solutions to these design problems through an iterative development cycle, offering you an alternative perspective on traditional emergent games technologies.