Module Descriptors
MOBILE GAMES DEVELOPMENT
GDEV60025
Key Facts
Digital, Technology, Innovation and Business
Level 6
20 credits
Contact
Leader: Shaun Reeves
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, Stoke Campus, UG Semester 1 to UG Semester 2
  • Occurrence C, British University Vietnam, UG Semester 2
Sites
  • British University Vietnam
  • Stoke Campus
Assessment
  • PLANNING - 2400 weighted at 40%
  • DEVELOPMENT weighted at 60%
Module Details
INDICATIVE CONTENT


Students will explore the following topic areas:

Mobile Dev Consideration

Idea generation

What makes a good mobile game/examples

UI

App Store Optimisation (ASO)

Monetisation

First Time Through (FTT) Methods for Mobile

The Hook (rapid hooking) / Finding the Fun

Audio design for mobile

Continuity (iOS, tvOS, macOS for example)

Cloud storage/saves

Developing process and tools (UE5 v Native)

User Acquisition & User Retention

Optimisation

Social Media Integration
ADDITIONAL ASSESSMENT DETAILS
Assessment Component 1 – (Learning Outcomes 1, 2 and 4)

Planning weighted at 40% consisting of:

Games design document

Technical design document.



Assessment Component 2 – (Learning Outcome 3)

Development weighted at 60% consisting of:

Mobile Game for a suggested mobile OS

Accompanying development log including progress updates and reflective critique.
LEARNING STRATEGIES

2 x 1-hour lectures per week presenting key topics and concepts¿

2 x 2-hour lecture/tutorial sessions per week which will include demonstrations, development periods, critiques and support opportunities.

Learning will be supported by a range of video and written tutorials available online via a VLE.
LEARNING OUTCOMES

1. Produce game design and technical design documents for a game which considers the features and limitations of mobile devices.

University Learning Outcome

Knowledge and Understanding

2. Evaluate the marketing and monetisation of an indie project.

University Learning Outcome

Enquiry

3. Analyse the processes involved in creating and publishing games for mobile devices.

University Learning Outcome

Reflection

4. Explain the applicable laws and ethical implications of releasing mobile games worldwide.

University Learning Outcome

Learning

RESOURCES

Digital Academy Forum

Digital Academy Uploads

Unreal Engine

Internet access

Blackboard

Version Control

Simulator/HW Device
REFERENCE TEXTS

Draganov, D. (2014) Freemium mobile games: design and monetization. Dimitar Draganov.


Weiher, M. (2017) iOS and macOS performance tuning: Cocoa, Cocoa Touch, Objective-C, and Swift. 1st edition. Boston: Addison-Wesley.


Schiefer, L. and Meike, G.B. (2021) Inside the Android OS: Building, Customizing, Managing and Operating Android System Services. Addison-Wesley Professional.


Scolastici, C. (2013) Mobile game design essentials [electronic book] . Edited by D. Nolte.


Nystrom, R. (2014) Game programming patterns. Genever benning.


Roberts, P. (2022) Artificial Intelligence in Games. Milton: Taylor & Francis Group.
WEB DESCRIPTOR

This module focusses on the theory and practice of developing for mobile. The processes required to converting a game to mobile but also the requirements to implement the theory behind mobile game development to an indie project from initial idea generation. A strong focus on app store optimisation (ASO) too, with an aim to develop a clear understanding of monetisation mechanisms, acquisition, and retention.