Module Descriptors
FINAL YEAR PROJECT: TECHNICAL ARTEFACT
GDEV60053
Key Facts
Digital, Technology, Innovation and Business
Level 6
60 credits
Contact
Leader:
Email:
Hours of Study
Scheduled Learning and Teaching Activities: 30
Independent Study Hours: 570
Total Learning Hours: 600
Assessment
  • MIDPOINT REVIEW - 30 MINUTE PRESENTATION weighted at 10% - Learning outcome(s) assessed: 1,2
  • TECHNICAL ARTEFACT weighted at 60% - Learning outcome(s) assessed: 1,3
  • REFLECTION - 4000 WORDS weighted at 20% - Learning outcome(s) assessed: 1,2,4,5
  • VIVA - PRESENTATION 30 MINUTES weighted at 10% - Learning outcome(s) assessed: 4,5
Module Details
INDICATIVE CONTENT
Identifying and framing a technical challenge suitable for a game's development project.

Investigating relevant technologies, tools and theoretical frameworks that inform technical design.

Planning and structuring a development workflow for a playable game, interactive experience or applied games technology prototype.

Prototyping, iterative development and technical experimentation.

Implementing gameplay systems, interaction models, tools or simulations through an appropriate game engine or development environment.

Integrating visual, audio and interactive components to support the technical objectives of the artefact.

Recording and documenting development processes, design decisions and technical investigations.

Approaches for testing, debugging and evaluating technical outcomes, including performance, usability and reliability.

Communicating technical decisions and findings through written, visual and oral formats.

Ethical and professional considerations in the design and deployment of interactive and real-time systems.
ADDITIONAL ASSESSMENT DETAILS
Assessment 1: Midpoint Review 10% [Learning Outcomes 1,2]

Students will deliver a short presentation outlining their proposed Technical Artefact project. The midpoint review should demonstrate a clear understanding of the technical concepts underpinning the project and provide an overview of the initial investigation, challenges identified, early prototypes and intended final outputs. Students must communicate their ideas clearly and professionally, using appropriate visual or interactive material to articulate the project rationale and planned development approach. Feedback from this review will support refinement of the project prior to further development.

Assessment 2: Technical Artefact Portfolio 60% [Learning Outcomes 1,3]

Students will design and develop a technical artefact that responds directly to their chosen research question or technical challenge. This may take the form of a playable game, interactive experience or applied games technology prototype. The artefact should demonstrate the ability to integrate technical knowledge and professional practice to produce a coherent and functional solution. Students must submit a portfolio of supporting evidence such as prototypes, design documents, system diagrams, source code extracts, testing outputs or demonstration videos as appropriate.

Assessment 3: Reflection 20% [Learning Outcomes 1,2,4,5]

Students will produce an academically rigorous written reflection that documents the development of the project from conception to evaluation. The reflection must include:

A clearly defined technical aim supported by a concise rationale explaining the context and purpose of the artefact.
A detailed account of the implementation process, showing how technical decisions were made and justified.
A critical evaluation of the final outcome, including strengths, limitations and areas for future development.
Clear and professional communication that follows appropriate academic and technical conventions.

The reflection should demonstrate the student’s ability to integrate research insights, technical practice and critical thinking, and to evaluate the effectiveness of the artefact they have produced.

Assessment 4: Viva Presentation 10% [Learning Outcomes 4,5]

Students will complete a viva presentation in which they present their Technical Artefact and explain the design and implementation decisions made throughout the project. The viva assesses the student’s ability to communicate their project clearly, demonstrate critical understanding and respond confidently to questions relating to methodology, technical choices, evaluation and potential future enhancements.

This assessment evaluates the student’s competence in articulating their work to subject experts and their readiness for professional or academic progression.
LEARNING STRATEGIES
Learning will include a series of lectures introducing project planning, research methods, analysis and dissertation writing. Students also be supported through weekly project supervision meetings, small group seminars, and technical support as required. Activities will vary depending on the nature of each dissertation project and the methodological choices made by the student. Independent study will be guided in the delivery of the student’s dissertation and artefact.
LEARNING OUTCOMES
1. Demonstrate a critical understanding of technical concepts, and practices relevant to your chosen area of games development and be able to critically discuss these ideas with your peers.

Knowledge & Understanding
Critical Research and Collaboration

2. Conduct academic and technical research using appropriate methods, critically examining the accuracy, validity and limitations of your findings to grow and develop your knowledge.

Research Skills
Personal Development and Entrepreneurship

3. Integrate technical knowledge and transferable skills to produce an original artefact or portfolio of work that evidences discipline-specific skills.

Application & Problem Solving
Digital Literacy

4. Evaluate and reflect upon the processes, methodologies and outcomes of the project.

Reflection

5. Communicate your technical decisions, processes and research findings effectively.

Communication
RESOURCES
Students will have access to the full suite of software and facilities available at their campus.
TEXTS
Creswell, J. and Creswell, J., 2018. Research Design: Qualitative, Quantitative and Mixed Methods Approaches. 5th ed. SAGE. ISBN: 1506386768

Bell, J. and Waters, S., 2018. Doing Your Research Project. 7th ed. Open University Press. ISBN: 033524338

Kuhn, Virginia and Finger, Anke. (2021). Shaping the Digital Dissertation: Knowledge Production in the Arts and Humanities. Open Book Publishers. ISBN: 1800640994
WEB DESCRIPTOR
Modern game technologies continue to advance rapidly, shaping the way developers design, prototype and deliver interactive content. New engines, frameworks and production techniques are transforming what is possible across gameplay systems, simulation, interaction design, tooling and real-time rendering. This module gives you the opportunity to explore this evolving landscape by creating an independent technical artefact.

You will define a technical challenge of your choice and develop a playable game, interactive experience or applied games technology prototype that responds directly to it. Working under supervision, you will investigate the techniques, tools and theories relevant to your chosen problem, plan and implement a substantial technical project, document your development process and evaluate your outcomes through structured reflection.

This module is suited to students who want to push their technical abilities further and produce a portfolio-quality artefact that demonstrates readiness for roles in game development, technical design, programming, research and development, or further study in advanced games technologies.