Module Descriptors
GAME DEVELOPMENT PRACTICE
GDEV70020
Key Facts
Digital, Technology, Innovation and Business
Level 7
40 credits
Contact
Leader: Matthew Syrett
Hours of Study
Scheduled Learning and Teaching Activities: 10
Independent Study Hours: 390
Total Learning Hours: 400
Assessment
  • PROJECT PROPOSAL INCLUDING ETHICS FORM - 1000 WORDS weighted at 20%
  • ARTEFACT weighted at 80%
Module Details
LEARNING OUTCOMES
1. Demonstrate a critical examination and synthesis of theoretical frameworks and industry best practices, applying this understanding to a complex workplace challenge to enhance strategic decision-making and professional practice.

Knowledge Understanding

2. Conduct a rigorous critical evaluation of workplace challenges by systematically analysing organisational processes, technologies, or business needs, identifying key areas for innovation and improvement through an academic and professional lens.

Analysis

3. Conduct an independent, rigorous evaluation of workplace challenges to enhance knowledge and understanding of organisational processes, technologies, or business needs, fostering innovation and improvement for ongoing professional development.

Learning

4. Investigate workplace issues using advanced research methodologies and critical inquiry, integrating interdisciplinary academic perspectives with professional practice to create clear, evidence-based solutions for both specialist and non-specialist audiences.

Communication

ADDITIONAL ASSESSMENT DETAILS
Assessment Component 1 - Project Proposal Including Ethics Form - [Learning Outcomes: 2,3]

You will use advanced research methodologies to create a comprehensive proposal outlining a clear research strategy based on academic literature and industry insights. Your project will involve a critical evaluation of a workplace challenge, where you will define the problem, analyse current processes, and identify key areas for improvement. This assessment will require you to justify your chosen methodology and adopt a structured approach to address the issue. Effectively articulating your project’s objectives, rationale, and methods in a professional format will be essential for demonstrating its viability to both academic and industry audiences.

Assessment Component 1 - Artefact - [Learning Outcomes: 1,2,3,4]

You will create a tangible artefact that addresses a specific workplace challenge, showcasing how you have applied academic principles and industry best practices to develop a practical solution. Your artefact will reflect your critical evaluation and problem analysis, demonstrating innovation and improvement based on your assessment of workplace processes. By integrating research findings and industry insights, you will highlight your applied learning and adapt academic concepts into a functional outcome. Ultimately, your artefact should effectively communicate its purpose, value, and impact to academic and industry stakeholders.
INDICATIVE CONTENT
This module is structured as a self-managed but supervised project, directly related to a current need in your workplace. It is designed to embed academic learning within your professional practice, encouraging you to recognize the theoretical frameworks that apply to real-world problems. Your project should address a business challenge or need, improve an internal process, or explore organizational technologies. Through critically analysing your work from an academic perspective, you will gain a deeper understanding of how your discipline operates in practice.



You will learn:

Advanced artistic or technical techniques relevant to game development.

Insight into current industry needs in your workplace and how to align your work with professional standards.

How to tackle challenges in your development process and apply structured problem-solving techniques.

To refine your work in response to industry demands, technical constraints, and creative limitations.

To utilize analytical thinking to assess your solutions and optimize your workflow. - Apply industry-relevant methodologies in your work, ensuring the artefact aligns with real-world expectations.
WEB DESCRIPTOR
Building on the foundation established in the Professional Careers in Games Development module, Game Development Practice allows you to engage in an in-depth, self-directed project that aligns with your personal career goals. This module enables you to create a high-quality artefact in your chosen game development field, giving you the opportunity to showcase your skills and creativity.
LEARNING STRATEGIES
Most of your time will be spent in self-managed learning. You will be expected to manage the project by using a suitable project methodology and use this to manage your time and reflect on your progress.

An important part of the learning strategy is the direct one-to-one supervision of your project by a supervisor. Contact hours would typically be 60 minutes per week.

Workshops on specific specialisms on an individual level.
TEXTS
Online sources are more applicable; they will be suggested by supervisors during study.¿

Ma, M., Oliveira, M.F. and Baalsrud Hauge, J. (2014) Serious Games Development and Applications: Proceedings of the Fifth International Conference on Serious Games Development and Applications (SGDA 2014). Springer.

Fields, T. (2023) Game Development 2042: The Future of Game Design, Development, and Publishing. 1st edn. Milton: CRC Press.

Tan, T.W. (2024) Game Development with Unreal Engine 5 Volume 1: Design Phase. Berkeley, CA: Apress.

Secchi, M. (2023) Multiplayer game development with Unreal Engine 5¿: create compelling multiplayer games with C++, Blueprints, and Unreal Engine’s networking features. First edition. Birmingham, England: Packt Publishing Ltd.

Sharp, J. (2015) Works of Game: On the Aesthetics of Games and Art. 1st edn. Cambridge: The MIT Press.

Making Video Games: The Art of Creating Digital Worlds’ (2022) ProtoView. Beaverton: Ringgold, Inc.

Ahearn, L. (2008). 3D game environments: Create professional 3D game worlds. Focal Press.¿
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Goldman, K. (2024) Essential Human Anatomy for Artists: A Complete Visual Guide to Drawing the Structures of the Living Form. 1st edn. Minneapolis: Quarto Publishing Group USA.

Goldfinger, E. (2004). Animal anatomy for artists: The elements of form. Oxford University Press.¿

Gurney, J. (2010). Colour and light: A guide for the realist painter. Andrews McMeel Publishing.¿

Kelly, H. (2021). Environment art in the game industry: A guide to rich and realistic environments using substance designer. CRC Press.¿¿

Lauricella, M. (2019). Morpho: Simplified forms: Anatomy for artists. Rocky Nook.¿

Romero, M., & Sewell, B. (2022). Blueprints Visual Scripting for Unreal Engine 5: Unleash the true power of Blueprints to create impressive games and applications in UE5, 3rd Edition (3rd ed.). Packt Publishing.¿

De Nucci, E., & Kramarzewski, A. (2018). Practical game design. Birmingham, England: Packt Publishing.

Macklin, C., & Sharp, J. (2016). Games, design and play. Addison-Wesley Professional.
RESOURCES
Reference to the Module welcome page for study guidance.¿¿¿¿

Access to Staffordshire University library¿¿¿¿
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Access to internet sources through Staffordshire University library.¿¿¿¿
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Provision as appropriate of case materials by tutor and / or external organisations.¿¿¿¿
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The Blackboard virtual learning environment will be available to support this module.¿¿¿¿

Details will be supplied on the Module Welcome page.¿¿¿¿

Software

Games Development Software (Autodesk, Creative Suite, Blender, ZBrush, SpeedTree, Substance Suite)

Game Engine Software (Unreal Engine, Unity, etc

Image Editing Software (Photoshop, Krita, etc)

Video Editing Software (Adobe After Effects, etc)

Simulation Software (Houdini, Marvelous Designer)

Photogrammetry Software e.g. Meshroom

Suitable IDE (Visual Studio, Rider, etc).

SDKs

Microsoft Office

Digital Academy Forum

Digital Academy Upload System