ASSESSMENT DETAILS
Portfolio (100%)
An individual portfolio containing a blue print section of an original game level underpinned by evidence of evidence of research, ideas generation and planning
[Learning Outcomes 1, 2 , 3, 4]
Summative Assessment:
Observation of engagement in the practical process
1:1 discussion of progress against intentions
INDICATIVE CONTENT
This module will explore the unique and delicately balanced complexities involved in designing, developing and producing a functional blue print section of a game level, which for this purpose may be 2D or 3D depending on the stylistic intentions and the platform through which it will be accessed by the gamer.
The module will begin by investigating the various approaches to developing ideas for games and the pitfalls to avoid. You will consider the contexts in which computer games are placed, and concepts such as marketability and innovation with a view to how these need to be carefully balanced if your work is to be commercially viable whilst still being original and inventive. With this in mind, you will formulate an appropriate idea for a game of your own, working through a range of professionally tested methods to ensure it is substantial enough to warrant all the effort and resources necessary to turn it into a game level. It must also be practicable given your available resources.
Through a series of supportive and challenging group and individual tutorials you will work to strengthen your idea, moving beyond your comfort zone to create what must be a very strong game level design given such an overcrowded marketplace. Balancing concepts such as context, gameplay, narrative and aesthetic, you will gradually turn your ideas into a proposal that is achievable.
You will go on to develop an individual piece of work; this is your opportunity to communicate your own vision and style as a game designer and/or animator. This will draw together the knowledge and skill that you have acquired in relation to game asset production across other modules. Given the emphasis is on individual creativity, you are required to engage in a substantial amount of independent practical development.
Throughout the module you must document your ideas and developments as these will be presented for assessment in a portfolio alongside your completed game level.
LEARNING STRATEGIES
Module introduction including explanation of assessment
Lectures and analysis of successful games / game levels
Research activities around ideas generation, writing, audiences, distribution and exhibition.
Practical workshops alongside 3D Character Modelling and Animation in specialist areas notably working with voice actors, sound, music.
Independent work
Presentation workshops
Reflective practice
1:1 tutorials and progress review
RESOURCES
Sketchbook.
Drawing Board.
Mix drawing materials.
Paper, Printers, Scanner.
Photoshop
Computer.
2D & 3D Creation Software
Game Engine
TEXTS
Brown, J. (2015) How to become a Game Designer 2016 - The ULTIMATE guide to breaking into the Game Industry: How2become
Chandler. (2013) The Game Production Handbook: Jones and Bartlett
Hiwiller Z. (2015) Players Making Decisions: Game Design Essentials and the Art of Understanding Your Players: New Riders
Rogers S. (2014) Level Up!: The Guide to Great Video Game Design: John Wiley and Sons
LEARNING OUTCOMES
1. DEVELOP ORIGINAL IDEAS AND UNDERSTAND HOW TECHNIQUES AND PROCESSES CAN BE INTEGRATED AND APPLIED FOR THE PURPOSE OF PLANNING AND PRODUCING A GAME LEVEL FOR A SPECIFIC CONTEXT.
[Learning]
2. EXPLORE AND EVALUATE INFORMATION SOURCES IN ORDER TO GENERATE ORIGINAL IDEAS AND BE ABLE TO DESIGN A GAME LEVEL APPROPRIATE TO INDUSTRY STANDARDS.
[Enquiry]
3. RECOGNISE PROBLEMS AND PRESENT SOLUTIONS WHEN DEVELOPING ORIGINAL IDEAS FOR A GAME LEVEL PRODUCTION AND THROUGHOUT THE STAGES OF PLANNING AND PRODUCING.
[Problem Solving]
4. APPLY CONTEXTUAL KNOWLEDGE, AND ADVANCED DESIGN AND PRACTICAL SKILLS THROUGH COMPETENT USE OF GAMES ART AND ANIMATION TECHNIQUES, AND WORKING PROCESSES IN THE CREATION OF A COMPUTER GAME LEVEL.
[Application ]