Module Descriptors
TOOL DEVELOPMENT FOR TECHNICAL DESIGNERS
GDEV60034
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
Sites
  • Stoke Campus
Assessment
  • TOOL PROJECT weighted at 70%
  • DOCUMENTATION AND REEL PORTFOLIO - 1500 WORDS 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 Technical Design Tests

Editor User Interfaces for Tools

Variants and Prefabs

World Building

Procedural Foliage, grass and ecosystems

Game Engine IO

Tool Documentation

Tool Testing and Iteration

Rendering and Gameplay Optimisation
ADDITIONAL ASSESSMENT DETAILS
Assessment Component 1 (Learning Outcomes 2,4)

Technical Games Design Tool Project weighted at 70% consisting of:

You will produce a Technical Games Design Tool project using a games engine to either solve a games development problem or provide additional functionality to an existing tool or feature.



Assessment Component 2 (Learning Outcomes 1,3)

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

You will create Systems Design Documentation and an accompanying Series of Short Reels to demonstrate your Technical Games Design projects functionality, usability, features and technical solutions.
LEARNING STRATEGIES
2 * 3 hours per week Lecture / tutorial incorporating practical demonstrations, tutorial activities and technical challenges.
LEARNING OUTCOMES

1. Research and plan a Tool Development Enquiry within a modern games industry environment.

2. Apply complex problem solving by creating a Tools based project that meets the demands of a modern industry design challenge.

3. Reflect on your chosen development approach. Explore avenues for future improvement and explore how your created Tool/s could benefit a games industry studio.

4. Conduct reviews of your created Tool/s that analyse their performance and effectiveness within a games development pipeline.
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
Tool Development for Technical Designers will help you build a library of tools and experiments to help improve your colleagues game development practise. In this module you’ll produce Technical Games Design projects within leading Game Engines. You’ll projects will be support by excellent Technical Design Documentation and well-presented game engine tools.