Module Title:Games Studies
Language of Instruction:English
Credits: 10
NFQ Level:6
Module Delivered In 3 programme(s)
Teaching & Learning Strategies: As well as traditional lectures the students will prepare and present designs to the class. Group projects and teamwork will feature prominently.
Module Aim: To introduce the student to the design process and skills needed to work in the industry.
Learning Outcomes
On successful completion of this module the learner should be able to:
LO1 LO1: Appreciate and understand the design process.
LO2 LO2: Communicate and work effectively in a group.
LO3 LO3: Appreciate the elements involved in designing a game.
LO4 LO4: Apply game design/ math / programming skills to solve game-play problems
Pre-requisite learning
Module Recommendations

This is prior learning (or a practical skill) that is recommended before enrolment in this module.

No recommendations listed
Incompatible Modules
These are modules which have learning outcomes that are too similar to the learning outcomes of this module.
No incompatible modules listed
Co-requisite Modules
No Co-requisite modules listed
Requirements
This is prior learning (or a practical skill) that is mandatory before enrolment in this module is allowed.
No requirements listed
 

Module Content & Assessment

Indicative Content
Soft skills
Time management, communication skills, feedback delivery
Teamwork
Team members, roles and responsibilities, meeting facilitation.
Presenting Skills
Slide deck composition. Presentation delivery. Material production
Introduction to Gaming
Reasons for playing; player expectations Analysis of game genres, fundamentals of game design, gameplay elements, Mechanics-Dynamics-Aesthetics.
Game Design
In-game puzzles, puzzle domains, varying difficulty, cheats and escape paths, level design, themes, objectives, balanced gameplay, structure and progression.
Storytelling
Plot, character development, integrating with gameplay.
Game Development Cycle
Development team, Project lifecycle, concept, art bible, design document, project plan, demo stages, testing cycle,
Game Internals
Economy, mechanics and Artificial Intelligence
Assessment Breakdown%
Continuous Assessment20.00%
Project60.00%
Practical20.00%
Continuous Assessment
Assessment Type Assessment Description Outcome addressed % of total Assessment Date
Practical/Skills Evaluation Various lab class exercise, concept doc, design doc, game code. Completed in lab 1,2,3 20.00 n/a
Project
Assessment Type Assessment Description Outcome addressed % of total Assessment Date
Project Design and test a board game mod 1,2,3 15.00 Week 7
Project Create concept and design documents for a derivative game. (Asteroids) 1,2,3 15.00 Week 20
Project Create the game specified in the design document in a group of 4. 1,2,3,4 30.00 Week 27
Practical
Assessment Type Assessment Description Outcome addressed % of total Assessment Date
Practical/Skills Evaluation Present students work to the class and provide feedback on same. 1,2,3,4 20.00 n/a
No End of Module Formal Examination

ITCarlow reserves the right to alter the nature and timings of assessment

 

Module Workload

Workload: Full Time
Workload Type Frequency Average Weekly Learner Workload
Lecture Every Week 2.00
Laboratory Every Week 2.00
Independent Learning Every Week 3.00
Total Hours 7.00
 

Module Delivered In

Programme Code Programme Semester Delivery
CW_KCCGD_B Bachelor of Science (Honours) in Computer Games Development 1 Mandatory
CW_KCIAD_B Bachelor of Science (Honours) in Computing in Interactive Digital Art and Design 1 Mandatory
CW_KCIAD_D Bachelor of Science in Computing in Interactive Digital Art and Design 1 Mandatory
Discussion Note: TEST