Module Descriptors
GAMES ART AND CONCEPTS LIVE BRIEF
GDEV60056
Key Facts
Digital, Technology, Innovation and Business
Level 6
30 credits
Contact
Leader:
Email:
Hours of Study
Scheduled Learning and Teaching Activities: 72
Independent Study Hours: 228
Total Learning Hours: 300
Assessment
  • LIVE BRIEF PROJECT PORFOLIO weighted at 50% - Learning outcome(s) assessed: 1,2,3
  • INDUSTRY ENGAGEMENT & PROFESSIONAL DEVELOPMENT - EQUIVALENT TO 1200 WORDS weighted at 25% - Learning outcome(s) assessed: 4
  • PRESENTATIONS & MOCK INTERVIEW weighted at 25% - Learning outcome(s) assessed: 2,4
Module Details
INDICATIVE CONTENT
This module provides students with the experience of responding to a live-style brief similar to those used in professional game studios or external client relationships. Students will produce a polished body of work based on a given brief, which may involve characters, props, environments, concepts or a combination depending on the project.

The module emphasises industry-relevant workflows, communication, time management, and professional expectations. Students must interpret a brief, justify design decisions, produce high-quality artwork, and present outcomes clearly for a defined audience or client.

Students will investigate:

Working to a Professional Brief
- Understanding client requirements and project constraints
- Effective interpretation of style guides and reference packages
- Scoping work realistically against deadlines

Concepts, Planning & Pre-production
- Visual research, moodboards and ideation
- Thumbnailing, shape iteration and early design exploration
- Developing a clear style direction supported by references
- Pitching ideas and receiving feedback

Art Production Pipeline
- Creating game-ready assets or concept art, depending on the brief
- Applying advanced skills in modelling, sculpting, texturing or concept illustration
- Following professional standards for organisation and naming conventions

Technical & Artistic Execution
- Efficient workflows suitable for production
- Material consistency, lighting coherence and presentation
- Design clarity and storytelling through visual elements
- Problem-solving and iteration through rounds of critique

Industry Practice & Professional Conduct
- Time management and milestone planning
- Communicating progress to the “client” or lecturer acting as client
- Responding to feedback through documented revisions
- Producing portfolio-standard outcomes tailored to a target audience
ADDITIONAL ASSESSMENT DETAILS
Assessment Component 1 – Portfolio (50%)

Students will respond to a given or live industry-informed brief, producing a resolved body of work aligned to professional games art or concept art standards.

Submission will include A portfolio responding to the provided brief containing:

Production of a level using an existing game engine or toolkit that aligns with the requirements of the industry brief.
A video demonstration of the completed project communicating design intent and professional decision-making.
A report detailing the development process and a reflection on how the brief was addressed.
A portfolio presenting the above artefacts aligned to relevant industry standards and suitable for professional and recruitment contexts.

This assessment focuses on:

Quality and suitability of the final work
Professional alignment with the brief
Technical and artistic execution
Evidence of iterative development

Assessment Component 2 – Industry Engagement & Professional Development Report (25%)

This component assesses students’ ability to reflect on their professionally and demonstrate industry readiness.

It consists of two clearly defined elements:

1. Evidence of engagement with peer feedback
- Evidence of 3 pieces of high-quality constructive peer feedback

2. Industry Engagement & Professional Development
- Reflective report which evidences meaningful engagement with at least one industry-facing activity

Assessment Component 3 – Presentations & Mock Interview (25%)

This component assesses students’ ability to communicate their work through a series of ‘industry stand-up' presentations and a final mock interview

It consists of two clearly defined elements:

1. A series of 4x 5-minute structured stand-up presentations where students professionally present their response to the brief, covering:
- Overview of the brief and creative intent
- Key artistic and technical decisions
- Reflection on challenges and solutions

2. A 30-minute Mock Industry Interview, a simulated interview scenario where students:
- Discuss their project as a portfolio piece
- Articulate workflows, decision-making and problem-solving
- Demonstrate professional communication and employability skills
LEARNING STRATEGIES
Students will be expected to engage in a structured blend of scheduled teaching and independent study.

Scheduled sessions will typically include lectures introducing core concepts, alongside workshops where students apply techniques, participate in guided discussions, and undertake problem-solving and peer-learning activities.

Students will be expected to present their work in ‘stand-ups’ mirroring industry production approaches, client-style feedback sessions, progress checks, iteration cycles.

Lecture sessions focus on theory, methodology and good practice, while workshop and development sessions provide individual guidance, practical demonstrations and support in applying artistic and technical principles.

Independent study will involve recommended reading, research tasks, and ongoing development of project work supported by digital resources and forum feedback.

Teaching activities are designed to mirror professional art-department feedback loops, enabling students to experience iterative development and critique similar to industry practice.
LEARNING OUTCOMES
1. Interpret and respond to a professional brief, producing concept art or game-ready assets that meet defined stylistic, technical and production requirements inline with industry expectations.

Application & Problem Solving

2. Apply advanced artistic and technical skills to produce industry-standard concept art or real-time assets appropriate to a defined project context.

Knowledge and Understanding

3. Investigate solutions for creative, technical and production challenges and apply advanced artistic and technical skills, including industry-standard digital tools and workflows, to resolve creative, technical and production challenges within a live or simulated industry brief.

Digital Literacy

4. Critically evaluate the development and delivery of a live-brief project, reflecting on professional conduct, decision-making, communication and readiness for industry practice.

Personal development & entrepreneurship
RESOURCES
Autodesk Maya / 3ds Max / Fusion 360
Blender
ZBrush (where relevant for hybrid designs)
Substance Painter
Unreal Engine
Photoshop / Krita
Wacom tablets
Technical diagrams, schematics and reference books
Digital Academy Forum & Upload System or equivalent
TEXTS
The Art of Game Design (Schematics, pipeline understanding)

Gurney, J. Color and Light

3DTotal Publishing – concept and ideation guides

Industry documentation on briefs and art tests

General design and production workflow references
WEB DESCRIPTOR
This module places you in a simulated professional studio environment, working to a live-style games art brief aligned with current industry standards. You will interpret a client brief, develop and refine ideas, and produce polished concept art or game-ready assets that meet defined artistic, technical and production requirements.

Alongside the practical project, you will develop essential professional communication skills. You will present your work through a structured project presentation and take part in a mock industry interview, articulating your creative decisions, workflows and problem-solving in a client-focused context.

By mirroring real-world studio practices and recruitment processes, the module builds confidence, professional awareness and employability, preparing you to present your work effectively and transition into industry or related creative roles.