GAME ART PROJECT - 2028/9

Module code: DMA2022

Module Overview

Working as an artist in the face-paced games industry requires both a high level of skill and the ability to consistently produce high-quality work within production deadlines. This module supports you in developing a substantial, individual game art project within your chosen specialism, resulting in a professional, portfolio-ready piece that showcases your skills. You will plan, research, and execute a project that demonstrates both creative and technical expertise, building on the knowledge and skills developed in earlier modules. This module is delivered through weekly studio sessions, combining structured critique seminars, supervised lab practice and ongoing tutor support. Early in the module, you will define your individual project and develop it iteratively throughout the semester. Regular feedback from peers and tutors will inform your work at each stage of the process, helping you to deepen and refine both your technical work and creative thinking. By the end of the module, you will have produced a polished portfolio piece that demonstrates your emerging talent in your chosen area of game art.

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:
-
Defining an individual project brief within a chosen game art specialism (character, environment, props, UI, etc.)
-
Research, reference imagery, and observational skills to inform project development
-
Industry-standard software tools and techniques for creating 2D and 3D game assets
-
Iterative project development workflows and creative problem-solving
-
Structured critique: presenting work-in-progress, receiving feedback, and acting on suggestions
-
Portfolio development with reflective documentation of iterative practice
-
Professional presentation of a completed portfolio piece, including technical and creative decisions

Assessment pattern

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

Alternative Assessment

N/A

Assessment Strategy

The assessment strategy is designed to evaluate students¿ ability to plan, develop, and produce a substantial, professional-standard game art portfolio piece at an intermediate level, while demonstrating iterative development, critical reflection, and professional practice.
Assessment 1: Game Art Project Portfolio
Students will produce a single, polished portfolio piece within their chosen specialism, accompanied by a reflective journal documenting their project development, iterative decisions, and engagement with feedback from 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 to plan, research and execute an individual game art project within a chosen specialism
  • Develop technical skills and creative problem-solving through extended, self-directed practice
  • Encourage iterative development and critical reflection through structured critique sessions
  • Foster professional practice in presenting, documenting, and communicating a substantial creative project
  • Enable students to produce a polished portfolio-ready piece demonstrating skill, creativity and independent decision-making

Learning outcomes

Attributes Developed
001 Demonstrate expertise in applying game art skills to an individual project within a chosen specialism KCP
002 Plan, develop, and apply industry-standard tools and techniques with increasing independence to produce a high-quality portfolio piece CPT
003 Produce a creative project with original elements that evidences technical proficiency, creative problem-solving, and iterative development CP
004 Evidence critical reflection and use of feedback to inform creative decisions and enhance game art practice 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 support the development of an individual game art project at intermediate level, fostering independent creative practice alongside structured guidance. Students will work iteratively on their project, applying skills, techniques, and research to produce a polished portfolio piece.
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. Labs provide supervised time for applying feedback, experimenting with techniques, and developing technical proficiency. Self-directed study using curated resources is available to support the development of game art projects within a range of
possible areas that students can choose to work in.

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: DMA2022

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, 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, analyzing 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.