Indicative Content
Content will look to cover:
Understanding how intellectual property is developed and managed in gaming industries
Understanding how small and large studios innovate
Developing a leadership style and managing teams effectively
Presenting and defending a prototype in front of a panel of industry experts
Identifying and addressing ethical dilemmas in gaming industries
Identifying opportunities for new products, services, and business models in gaming industries
Additional Assessment Details
Assessment Component 1 - [Assessing learning outcomes 1, 2, 4]
Individual Project Pitch weighted at 20% of the module.
Each student will create and present a pitch for a game that can be developed into a multimedia franchise which includes merchandise, sequels, and spinoffs.
Assessment Component 2 - [Assessing learning outcomes 1 ]
Group pitch presentation weighted at 20%
Assessment Component 3 - [Assessing learning outcomes 3, 4]
Group Prototype weighted at 60%
Using the winning pitches, the class has selected, students will form small development teams of 3-8 people and each team will create a prototype for a game.
Learning Strategies
2 x 3-hour tutorials per week
Learning Outcomes
Appraise the business models that the creative and gaming industries are using to develop, manage, and license intellectual property (IP)
Knowledge and Understanding
Evaluate the relationship between innovation and intellectual property and the legal and ethical challenges that IP creates for gaming businesses.
Analysis
Create a prototype that can be used to examine original IP
Application
Construct and defend a professional video games pitch.
Communication
Resources
Reference to the Module welcome page for study guidance.¿
Access to Staffordshire University library
Access to internet sources through Staffordshire University library.
Provision as appropriate of case materials by tutor and / or external organisations.
The Blackboard virtual learning environment will be available to support this module.¿¿
Details will be supplied on the Module Welcome page.
Software:
Digital Academy Forum
Digital Academy Uploads
Adobe Photoshop
Pixologic ZBrush
Autodesk 3DS Max
Autodesk Maya
Autodesk Fusion 360
3D Coat
Substance Designer
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Substance Painter
Unreal Engine 5
Internet access
Blackboard
Texts
Christensen, C.M., 2013. The innovator's dilemma: when new technologies cause great firms to fail. Harvard Business Review Press.
Eisenmann, T. R., Ries, E., & Dillard, S. (2012). Hypothesis-driven entrepreneurship: The lean startup. Harvard Business School Entrepreneurial Management Case, (812-095).
Juul, J. (2019). Handmade pixels: Independent video games and the quest for authenticity. Mit Press.
Kerr, A. (2017). Global games: Production, circulation, and policy in the networked era. Routledge.
O'Donnell, C. (2014). Developer's dilemma: The secret world of videogame creators. MIT press.
Schreier, J. (2017). Blood, sweat, and pixels: The triumphant, turbulent stories behind how video games are made. New York: Harper.
Sotamaa, O. and Svelch, J., 2021. Game production studies (p. 356). Amsterdam University Press.
Web Descriptor
Students will learn the professional skills required to foster innovation and creativity in gaming industries. Topics include innovation and intellectual property; fundraising strategies and models; contracts, work-rates, and business ethics. The overall goal is for students to gain an understanding of the importance of developing and owning intellectual property and the characteristics and benefits of working in small production teams.