Module Descriptors
PROTOTYPING FOR TECHNICAL DESIGNERS
GDEV60031
Key Facts
Digital, Technology, Innovation and Business
Level 6
20 credits
Contact
Leader: Jamie Tranter
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 1 to UG Semester 2
  • Occurrence B, Digital Institute London, UG Semester 1 to UG Semester 2
  • Occurrence C, British University Vietnam, UG Semester 1
Sites
  • British University Vietnam
  • Digital Institute London
  • Stoke Campus
Assessment
  • TECHNICAL GAMES DESIGN PROJECT weighted at 70%
  • TECHNICAL GAMES DESIGN DOCUMENTATION AND REEL PORTFOLIO weighted at 30%
Module Details
INDICATIVE CONTENT

Students will continue their learning of the Technical Games Design pipeline. they will continue to develop their understanding of:


Complete industry style games design / tech tests and projects

Technical Games Design

Technical Asset Pipeline

Games Systems Design

Game Engine Advanced Systems

Game Engine Tool Development

Procedural Software

Games Experience & Testing
ADDITIONAL ASSESSMENT DETAILS

Assessment Component 1

Technical Games Design Project weighted at 70% consisting of:

You will produce a Technical Games Design project using a games engine (Learning Outcomes 1,2,3)


Assessment Component 2

Technical Games Design Documentation and Reel Portfolio at 30% consisting of:

You will create Systems Design Documentation and a Series of Short Reels to demonstrate your Technical Games Design project (Learning Outcomes 3,4)

LEARNING STRATEGIES

2 * 3 hours per week Lecture / tutorial incorporating practical demonstrations, tutorial activities and technical challenges.
LEARNING OUTCOMES

1. Demonstrate the requirements of Advanced Games Technical Design Documentation within a modern game industry setting.

University Learning Outcome

Knowledge and Understanding

2. Develop Systems that solve problems for an Advanced Games Technical Design Project using academic and industry research

University Learning Outcome

Problem Solving

3. Defend the developed systems in a manner that meets industry requirements.

University Learning Outcome

Application

4. Critically reflect on the developed systems and compare the project against industry contemporaries

University Learning Outcome

Communication
RESOURCES

Wacom tablets

Digital Forum

3DS Max

Maya

MotionBuilder

Houdini

Houdini Engine

Substance Painter

Substance Designer

Unreal Engine

Unity

Digital Academy Forum

Digital Academy Upload System
REFERENCE TEXTS
Brathwaite, B., 2008, Challenges for Game Designers ISBN: ¿ 978-1542453318
Gazaway, D., 2021. Introduction to Game Systems Design. Pearson. ISBN: ¿ 978-0137440849

Engelstein, G., 2019. Building Blocks of Tabletop Game Design: An Encyclopedia of Mechanisms. Routledge.

Fullerton, T., 2019. Game Design Workshop. CRC Press, 4th ed. ISBN: 978-1032015811

Kramarzewski, A. & De Nucci, E., 2018. Practical Game Design. Packt. ISBN: ¿ 978-1787121799

Macklin, C. & Sharp, J., 2016. Games, Design and Play: A Detailed Approach to Iterative Game Design. Addison-Wesley Professional. ISBN: ¿978-0134392073

Norman, D., 2013. The Design of Everyday Things. Basic Books, 2nd Ed. ISBN: ¿978-0465050659

Schreiber, I. & Romero, B., 2021. Game Balance. CRC Press. ISBN: ¿978-1498799577

Schell, J., 2019. The Art of Game Design: A Book of Lenses. CRC Press, 3rd Ed. ISBN: 978-1138632059

Sellers, M., 2017. Advanced Game Design: A Systems Approach. Addison-Wesley Professional. ISBN: 978-0134667607

Swink, S., 2008. Game Feel: A Game Designer’s Guide to Virtual Sensation. Routledge. ISBN: 978-0123743282

Zubek, R., 2020. Elements of Game Design. The MIT Press ISBN: 978-0262043915
WEB DESCRIPTOR
Prototyping for Technical Designers will help you launch your Technical Games Design portfolio. In this module you’ll produce Technical Games Design projects within leading Game Engines. You’ll projects will be supported by excellent Technical Design Documentation and presented by demo reels.