INDICATIVE CONTENT
In preparation for the module, students will attend a range of lectures on topics such as:
High Concept Design pitching for games projects
Effective communication for collaborative projects
Identifying and working within scope
Planning projects
Project management tools and methodologies
Effective approaches to leadership for games development
Setting up source control
Providing feedback and critique
Designing quality assurance plans
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 senior 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 Outcome 1,2,4)
Vertical Slice Games Prototype weighted at 50% consisting of:
Work as a senior member of a team, contributing to and managing the development of the game, producing assets and artifacts suitable for use in your groups vertical slice demo of a game as well as planning and preparing tasks for junior team members. (Learning Outcomes 1,3 and 4)
Assessment Component 2 - (Learning Outcome 3)
Portfolio of Individual Contributions weighted at 50% consisting of:
Produce documentation, showreels and portfolio assets to evidence your contributions to the creation and management of the game project and a reflective, critical analysis of personal practise and management approaches. (Learning Outcomes 2 and 3)
LEARNING STRATEGIES
6 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. Create an industry style game prototype as a member of a team
2. Reflect on your personal skills and games development contributions within the project.
3. Evaluate a range of Games Development workflows and established techniques to solve complex game development problems as they arise.
4. Apply leadership skills to project manage team members towards a common game's development goal within the scope of their discipline.
RESOURCES
Game Engine Software
Autodesk Suite
Adobe Suite
Microsoft Word
Digital Academy Forums
Digital Academy Uploads
Blender
Marvelous Designer
Z-Brush
REFERENCE TEXTS
Gazaway, D., 2021. Introduction to Game Systems Design. Pearson. ISBN 0137440847
Schreiber, I. & Romero, B., 2021. Game Balance. CRC Press. ISBN 1498799574
Zubek, R., 2020. Elements of Game Design. The MIT Press ISBN 0262043912
Engelstein, G., 2019. Building Blocks of Tabletop Game Design: An Encyclopedia of Mechanisms. Routledge. ISBN 1138365491
Fullerton, T., 2019. Game Design Workshop. CRC Press, 4th ed. ISBN 9781138098770
Schell, J., 2019. The Art of Game Design: A Book of Lenses. CRC Press, 3rd Ed. ISBN 1138632090
Kramarzewski, A. & De Nucci, E., 2018. Practical Game Design. Packt. ISBN 978-1787121799
Sellers, M., 2017. Advanced Game Design: A Systems Approach. Addison-Wesley Professional. ISBN 0134667603
Macklin, C. & Sharp, J., 2016. Games, Design and Play: A Detailed Approach to Iterative Game Design. Addison-Wesley Professional. ISBN 0134392078
Norman, D., 2013. The Design of Everyday Things. Basic Books, 2nd Ed. ISBN 0262525674
Swink, S., 2008. Game Feel: A Game Designer’s Guide to Virtual Sensation. Routledge. ISBN 0123743281
WEB DESCRIPTOR
Students will work in a senior 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 seniors to effectively support and lead a team including level 5 students, to make a vertical slice of a game.