GAME ART PRACTICE - 2028/9

Module code: DMA2021

Module Overview

Game art is central to creating immersive and engaging video game worlds, from characters and environments to props and user interfaces. This module will develop your skills in the practice of game art creation at an intermediate level, allowing you to develop your technical and creative skills within your chosen game art specialism. You will work within your chosen area, using self-directed learning and curated online resources to build competence in industry-standard software and techniques. The module is delivered through weekly studio sessions that combine structured critique seminars, supervised workshop practice, and embedded tutor support. In critique sessions, you will present work-in-progress, receive peer and tutor feedback, and learn to reflect critically on your own practice. Studio workshops will provide time to apply feedback, iterate your work, and develop a portfolio of assets that demonstrate both technical proficiency and creative problem-solving. By the end of the module, you will have gained increased confidence in your game art
practice, developing not only the ability to use relevant tools and techniques, but to apply them to achieve higher-quality and more refined results.

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 2028/9 academic year.

Module provider

Music & Media

Module Leader

BROADHEAD Martyn (Music & Med)

Number of Credits: 15

ECTS Credits: 7.5

Framework: FHEQ Level 5

Module cap (Maximum number of students): N/A

Overall student workload

Independent Learning Hours: 96

Lecture Hours: 6

Seminar Hours: 12

Laboratory Hours: 18

Guided Learning: 12

Captured Content: 6

Module Availability

Semester 1

Prerequisites / Co-requisites

None

Module content

Indicative content includes:
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Exploration of game art specialisms such as character design, environment design, hard surface modelling, user interface design and others.
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Use of reference imagery, research, and observational skills to inform creative decisions
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Use of reference material from the global sphere of video games culture and other creative disciplines more broadly
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Industry-standard software tools and techniques for creating 2D and 3D game assets
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Iterative development workflows for game art production
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Self-directed skill development through curated online resources and tutorials
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Structured artistic critique sessions
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Presenting work-in-progress, receiving and applying feedback
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Small- and medium-scale asset production exercises
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Portfolio development and documentation of iterative creative processes
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Professional practice in presenting, reflecting on, and communicating creative intent

Assessment pattern

Assessment type Unit of assessment Weighting
Coursework GAME ART PRACTICE PORTFOLIO 100

Alternative Assessment

N/A

Assessment Strategy

The assessment strategy is designed to give students the opportunity to demonstrate their understanding of game art principles and their ability to apply technical and creative skills within a chosen specialism. Students will develop and refine both creative and technical competencies through practical exercises and projects, building a professional-quality portfolio of game art assets over the course of the module. The assessment incorporates reflective documentation of iterative development, demonstrating how students respond to feedback and critically evaluate their own work.
Assessment 1: Game Art Practice Portfolio
Students will produce a portfolio of game art assets within their chosen specialism, accompanied by a reflective journal documenting their creative process, iterative development, and engagement with feedback received during structured critique sessions.
Formative assessment and feedback are integrated throughout the module during the workshops. This ongoing guidance supports students in producing high-quality, professionally presented work that evidence both practical skill and critical awareness. Throughout the module, students will engage in group critique discussions, whether they will present their latest work, and receive feedback from their tutor and peers. This approach will foster critical reflection, bringing into focus not only the techniques being used, but the aesthetic quality of meaning of their work, providing scaffolding for advancement in the professional quality of their work throughout the module. This will also ensure students regularly receive feedback on the work that will provide the substance for the ¿game art practice portfolio¿, with ample opportunities for refinement based on feedback received. As the main assessment deadline approaches, students will also have dedicated coursework support workshops ensuring they are able to deliver their projects within scope and on time.

Module aims

  • Enable students develop their skills with industry-standard game art software and techniques at an intermediate level within a chosen specialism
  • Support the development of creative and technical skills through self-directed learning, guided exercises and small-scale projects
  • Develop skills in documenting, reflecting on, and responding to feedback within a game art portfolio
  • Foster critical thinking, reflection and resilience through structured critique sessions, enabling students to evaluate their own work and that of others

Learning outcomes

Order Outcome Attributes Developed
001 Demonstrate game art practice and use of industry-standard tools at an intermediate level within a chosen specialism KPT
002 Evidence use of self-directed learning to support individual professional development within a chosen specialism CPT
003 Produce a portfolio of game art assets that evidences technical skill, creative problem-solving and iterative development CP
004 Evaluate their own creative work and that of others to improve artistic outcomes KCPT

Attributes Developed

C - Cognitive/analytical

K - Subject knowledge

T - Transferable skills

P - Professional/Practical skills

Methods of Teaching / Learning

The learning and teaching strategy for this module is designed to develop applied skills and knowledge in game art for video games. It supports students in building both creative and technical competencies by allowing them to explore a game art specialism of their choice, while applying industry-standard software and techniques. Students will work independently and iteratively, developing their own creative practice through a combination of self-directed learning and structured studio sessions, and will be guided to apply these
methods as they build a professional-quality portfolio of game assets.
The learning and teaching methods use a combination of lectures, seminars and laboratory sessions. Short lectures will be used to set out the aims and direction of the module at key points. Seminars will allow students to take part in structured critique opportunities, where they share work-in-progress, and receiving peer and tutor feedback, reflecting critically on their creative decisions. Lab sessions will provide guided practical exercises to develop technical proficiency and creative problem-solving, while also allowing students to experiment with their own ideas. Self-directed study using curated online resources is integrated to support skill development within each student¿s chosen specialism, and reflective documentation of iterative practice is embedded throughout to develop professional portfolio skills.

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.

Reading list

https://readinglists.surrey.ac.uk
Upon accessing the reading list, please search for the module using the module code: DMA2021

Other information

The school/department of School of Arts, Humanities & Creative Industries is committed to developing graduates with strengths in Employability, Digital Capabilities, Global and Cultural Capabilities, Sustainability, and Resourcefulness and Resilience.
Digital capabilities: Students develop digital skills through the use of industry-standard game art software used in digital production pipelines used in games and interactive media.
Employability: Students gain skills in game art workflows relevant to the games and related digital media industries. Global and cultural capabilities: Students explore the global cultural contexts of game art, analysing how visual styles, themes, and narratives emerge from diverse creative traditions.
Resourcefulness and Resilience: Through studio-based learning and project work students
develop independence, experimentation and resilience in solving creative and technical challenges. Sustainability: Students are encouraged to consider sustainable creative practices including efficient asset production, digital workflows and responsible use of resources in media production.