Course Aims
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To develop in the students’ their abilities to generate ideas and concepts that will allow them to design and produce innovative work to the highest standard
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To produce graduates who are confident in the design and construction of a wide range of game related assets for different audiences and purposes
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To develop in students the requisite technical, practical and software skills for a successful games designer
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To produce graduate work that is theoretically informed from within by the field of Computer Games Design theory
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To develop in the students’ their critical and analytical skills and their ability to reflect on their craft, allowing them to become reflective practitioners of their craft.
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To develop students’ command over the management and production process of game related assets both as individuals and in groups
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To develop in the students’ the ability to successfully communicate their work to diverse audiences, through both written and oral formats
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To develop the students’ knowledge and awareness of the Games Industry and its potential relationship with the Computer Games Design graduate demands on potential employees
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To enable students to become independent learners, develop autonomy in their learning and to become a reflective practitioner
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To develop students’ knowledge, skills and experience within a clearly structured, supportive and interdisciplinary learning environment
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To make a contribution to the widening of access to computer games education in the region
Core Skills
In this section we list what we expect you to gain from studying this course. Our expectations are presented in terms of learning outcomes, statements defining specific abilities and skills which you will need to demonstrate to complete the course.
Graduates of BA (Hons) Computer Games Design at UCS should be able to demonstrate the following:
Subject Knowledge
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Sophisticated knowledge of the range of methods for generating ideas and for testing their applicability to particular games development
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In-depth knowledge of 2D and 3D computer games design, including game play design, level design, prototyping, play/testing, 3D modelling, Modding and scripting
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In-depth knowledge of the games art and design pipeline, including production and management methods working both alone and in teams within the constraints of a range of contemporary 2D and 3D game engines
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Sophisticated knowledge of the critical literature specific to games design that informs the subject specialism and the relevance of the application of this knowledge to practical designs
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Sophisticated understanding of the relationship between game design and the audience and the impact this has on game production
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In-depth knowledge of recent developments within the games market and the opportunities they afford for games creation and individual careers
Subject Specific Skills
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Sophisticated critical skills in the close reading and analysis of texts that demonstrates use of appropriate subject terminology
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Professional approach to producing and enacting appropriate project timelines for the production of a range of assets including complete games
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Confident and sophisticated ability to pitch ideas, concepts, ongoing project milestones orally and through the use of appropriate media to a range of different audiences
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Sophisticated approach taken to explore ideas and concepts from a wide range of sources in the development of designs
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In-depth knowledge a wide variety of design techniques in the development of artefacts and the ability to employ them appropriately
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Sophisticated ability to articulate knowledge and understanding of contemporary games issues in written form
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In-depth knowledge of documentation – concept documents, design documents etc relevant for practice within the field of games design and the ability to produce them where appropriate
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Ability to work alone or in groups to produce high quality assets to agreed timelines
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Ability to produce in-depth relevant background materials that inform design ideas and articulate their relevance
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Assured ability to prototype and iterate asset and game development drawing on recognised techniques for evaluation
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Assured ability to script both action script and game Mods
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Ability to accurately collect and collate information and data to produce valid and reliable outcomes
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Sophisticated ability to apply a wide range of problem solving techniques to design problems
Generic and Graduate Skills
More broadly, a Computer Games Design graduate should have acquired the following key transferable and cognitive skills:
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Advanced communication skills particularly in pitching and demonstrating the meeting of project milestones.
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Advanced ability to present written arguments cogently and coherently in a range of different documentary forms.
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Advanced skills in the management of teams to meet complex outcomes over a sustained period of time to agreed briefs.
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Ability to adapt flexibly to meet demands, to negotiate collectively and individually to reach agreed solutions.
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The capacity for independent thought and judgement.
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Sophisticated skills in critical reasoning.
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The ability to understand, interrogate and apply a variety of methods and practices to achieve the best outcome for a particular problem.
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The ability to handle information and argument in a critical and self-reflective manner.
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In-depth research skills, including scholarly informational retrieval skills, involving the ability to gather, sift and organise material independently and critically, and evaluate its significance.
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Advanced information technology skills in a range of appropriate software for games development.
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Advanced time-management and organisational skills, as shown by the ability to plan and present work effectively.
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The ability o take responsibility for their own learning and develop their skills as reflective confident and pro-active individuals
Module Framework
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Level
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Credits
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Module
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4
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40
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Group Project (Team Based)
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4
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20
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Introduction to Design Methods
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4
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20
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Introduction to Digital Production Techniques: Scripting
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4
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20
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Introduction to Critical Games Studies
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4
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20
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3D Modelling for Games
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5
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40
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3D Modelling for Games
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5
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20
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Modding
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5
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20
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Managing Games Production (Team Based)
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5
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20
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Practical Prototyping
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5
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20
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Flash Game Development
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5
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20
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Anymation
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6
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40
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Dissertation
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6
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20
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Group Project (Team Based)
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6
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20
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Design Masterclass
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6
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20
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Portfolio
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6
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20
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Machinima
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Teaching, Learning and Assessment
Teaching takes place in a variety of ways including workshops, seminars, lectures and tutorials either by group or individually. Assessment on the course is carefully structured at each level to ensure student progress is successfully monitored and evaluated.
Level 4
By completion of Level Four the student will have developed the ability to relate theory to practice and apply this to specific examples of games they are designing. Students should understand key aspects of game design terminologies and game play mechanics for both paper based and digital games. Students will be able to design and produce work to a design brief and to gain an understanding of the art ‘pipeline’ in the creation of game assets. Students will be able to understand the critical importance of working within the constraints of a game engine, project ‘pipeline’ and milestones and to begin to organise their work and themselves accordingly both collectively and individually. Students will be able to pitch ideas to other students, staff and external organisations and individuals. Students will develop a willingness to modify designs based on feedback derived from peers, tutors and other experts in the field and also from play-testing. Students will have begun to master a range of key software and to have an understanding of scripting and modelling in the production of digital assets.
Level 5
By completion of Level Five students will have deepened their individual understanding of the ‘art pipeline’ in realising a major modelling project and their narrative skills within the constraints of a 2D game engine. They will have organised themselves in teams to deliver a major modification project. Students will have immersed themselves in theory and practice and the issues involved in both the iterative design and the play-testing of their work. Students will be expected to demonstrate a deeper understanding of scripting. They will have actively engaged in the vertical integration of the course by transferring skills in team project delivery through active monitoring and record keeping of the Level Four team projects under supervision of the project manager.
Level 6
By the completion of Level Six the student will have demonstrated the full range of in-depth knowledge and skills as set out in the aims and learning outcomes for the degree as a whole. The student will be thoroughly versed in all aspect of games design, making and production and be able initiate and deliver sophisticated workable assets to agreed specifications both in teams and individually. The student will be able to effectively respond to complex design briefs provided by industry. The student will be able to demonstrate a sophisticated understanding of theory and issues that underpin their practice. They will also be able to critically evaluate the intended outcomes against agreed criteria. The student will be able to present work in a portfolio to a professional standard and aimed at intended employers. Students will also be able to design, make and produce work which demonstrates an understanding of the widening application of games design skills in the contemporary environment.
Timetabling
The teaching is divided into two semesters, semester one runs from September to December and semester two from January to June. The production pipeline means that a number of modules are year long. On average you can expect to attend around 14 hours of classes per week and we expect you to at least double that time with private study. Students will be provided with timetables when they join the course.
Tutorial and Study Support
In level four all modules have timetabled academic tutorial support and students are expected to use this time to explore topics and work on areas of weakness. In the level five and six tutorial time is integrated into each module. Each student will also be allocated a personal tutor who will be able to give guidance on possible study skills, personal development and act as a referral point if more specific help is needed. Support for Maths and English is provided, as is careers guidance and support for any additional needs. A counsellor is also available to all students. Students will be expected to attend the study skills seminars e.g. in essay writing or revision.
Opportunities on Completion of the Course
Students will be equipped with skills to work in a range of games related areas of design, technical project production and management. In addition students will have the ability to undertake further postgraduate study.