Module Title: | Games Studies |
Language of Instruction: | English |
Module Delivered In |
No Programmes
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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.
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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
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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
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Teamwork
Team members, roles and responsibilities, meeting facilitation.
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Presenting Skills
Slide deck composition. Presentation delivery. Material production
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Introduction to Gaming
Reasons for playing; player expectations Analysis of game genres, fundamentals of game design, gameplay elements, Mechanics-Dynamics-Aesthetics.
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Game Design
In-game puzzles, puzzle domains, varying difficulty, cheats and escape paths, level design, themes, objectives, balanced gameplay, structure and progression.
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Storytelling
Plot, character development, integrating with gameplay.
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Game Development Cycle
Development team, Project lifecycle, concept, art bible, design document, project plan, demo stages, testing cycle,
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Game Internals
Economy, mechanics and Artificial Intelligence
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Assessment Breakdown | % |
Continuous Assessment | 20.00% |
Project | 60.00% |
Practical | 20.00% |
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 |
SETU Carlow Campus 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 |
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