GAME DESIGN - 2022/3
Module code: DMA2011
In light of the Covid-19 pandemic the University has revised its courses to incorporate the ‘Hybrid Learning Experience’ in a departure from previous academic years and previously published information. The University has changed the delivery (and in some cases the content) of its programmes. Further information on the general principles of hybrid learning can be found at: Hybrid learning experience | University of Surrey.
We have updated key module information regarding the pattern of assessment and overall student workload to inform student module choices. We are currently working on bringing remaining published information up to date to reflect current practice in time for the start of the academic year 2021/22.
This means that some information within the programme and module catalogue will be subject to change. Current students are invited to contact their Programme Leader or Academic Hive with any questions relating to the information available.
In the broad sweep of human cultural activity and its manifestation through the wider history of art and culture, digital games are a relatively recent phenomenon. However the intrinsic human activity of play – in its many incarnations – is arguably one of our most ancient forms of expression and cultural interaction. Drawing from ideas about play in general and digital games in particular, this module offers an introduction to ‘game design’; exploring some of the ways in which we create, devise and formulate game ideas and from there how these can be specified, communicated and demonstrated. A mixture of imagination, creativity and technical implementation, you will undertake game design through both written/illustrated documentation as well as practical prototyping using tools and techniques commonly used in commercial game studios of all shapes and sizes.
Music and Media
SILKSTONE Eleanor (Music & Med)
Number of Credits: 15
ECTS Credits: 7.5
Framework: FHEQ Level 5
JACs code: I620
Module cap (Maximum number of students): N/A
Overall student workload
Independent Learning Hours: 130
Lecture Hours: 20
Prerequisites / Co-requisites
DMA1010 Computers and Coding or equivalent
- Introduction to Games and Play; Audiences and Players
- Game Design Frameworks
- Environments and World Design
- Stories in Games and Games in Stories
- Game Granularity and Structure: Levels, Scenes, Episodes, Chapters, Chunks
- Game Design Components
- Playable Characters/Entities/Units
- Static and Responsive Components: Objects, Props, Obstacles
- Systems, Rulebases and Game Mechanics
- Screen Spaces, Virtual Cameras and Compositional Dynamics
- Animation and Movement
- Interface Design
- Game Design Documentation
|Assessment type||Unit of assessment||Weighting|
|Coursework||COURSEWORK (PROJECT OUTPUT PORTFOLIO)||100|
The assessment strategy is designed to provide students with the opportunity to demonstrate (i) understanding of game design specification and prototyping techniques; (ii) creative, compositional and problem solving skills; (iii) how these are applied to digital media arts practice in general and game design practice in particular.
Summative assessment for this module consists of:
- Coursework – Portfolio Submission (100%): the portfolio consists of project outputs in the form of a Game Design Document, game prototype(s), a reflective synopsis or reflective journal and a live demonstration of the game prototype.
Formative assessment and feedback
- The module includes regular assignments covering creative responses and production skills for the topics and techniques under investigation.
- In particular, formative assessment will be made of an initial Game Design Document and a pitch presentation to the class. Direct feedback will be given in these cases regarding quality, standard and areas for improvement.
- Formative assessment is given through group critiques and individual tutorials. Work-in-progress presented will be given direct feedback regarding its quality and standard.
- During the seminar sessions held in the run-up to submission of assessed works, students are given support and feedback on works in progress.
- Provide students with support to further develop creative and production skills
- Guide students in understanding how digital media arts practices are applied within industry
- Provide opportunities for students to learn industry relevant tools and practices
- Support students in focusing their practice
|1||Generate ideas, concepts, proposals, solutions or arguments in response to set briefs||C|
|2||Comprehend implications and potential for Digital Media Arts presented by new developments in the Video Games industries||K|
|3||Demonstrate ability to combine multiple techniques learned at level 4 (still imagery, audio, video, animation, interaction) in the creation of a video game||K|
|4||Realise negotiated practical outcomes taking into account creative, logistical, and budgetary requirements||C|
|5||Study independently, set goals, manage their own workloads and meet deadlines||PT|
|6||Select, test and make appropriate use of software, processes and environments||PT|
|7||Select and employ communication and information technologies.||PT|
C - Cognitive/analytical
K - Subject knowledge
T - Transferable skills
P - Professional/Practical skills
Methods of Teaching / Learning
The learning and teaching strategy is designed to enable students to formulate ideas for working games, and to use audio-visual material, written design documentation, physical materials and/or software prototypes to demonstrate these ideas. The students will build on skills acquired in previous units, extending these skills where appropriate using game development software tools and techniques.
The learning and teaching methods may include
- Critiques and individual tutorials
Indicated Lecture Hours (which may also include seminars, tutorials, workshops and other contact time) are approximate and may include in-class tests where one or more of these are an assessment on the module. In-class tests are scheduled/organised separately to taught content and will be published on to student personal timetables, where they apply to taken modules, as soon as they are finalised by central administration. This will usually be after the initial publication of the teaching timetable for the relevant semester.
Upon accessing the reading list, please search for the module using the module code: DMA2011
Please note that the information detailed within this record is accurate at the time of publishing and may be subject to change. This record contains information for the most up to date version of the programme / module for the 2022/3 academic year.