Programme Structure for the Foundation Degree in Games Design and Production (Full Time) 2016/17 Course Code UF5078 Year 1 l Year 2 Module Code Module Title No. of Credits Core / Optional Module Code Module Title No. of Credits Core / Optional CITY1048 Conceptual Game Design 20 Core CITY2042 Game Engines 20 Core SDFD102 Programming Concepts 20 Core CITY2035 Game Studies 20 Core CITY1049 Human Computer Interaction 20 Core CITY2043 Game Platforms 20 Core CITY1050 Programming for Games 20 Core CITY2044 Sound and Animation 20 Core CITY1038 Game Narrative and Contextual Play 20 Core CITY2045 Game Production 20 Core CITY1051 2D and 3D Art for Computer Games 20 Core CITY2046 Promotion and Enterprise 20 Core Exposition and Mapping of Learning Outcomes, Teaching &Learning and Assessment
Definitions of Graduate Attributes and Skills Relevant to this Programme Teaching and Learning Strategy / Methods Prog Aims Prog intended Learning Outcomes Range of Assessments Related Core Modules Knowledge / Understanding: Informed by QAA Foundation Degree Qualification Benchmark (2010). Designed in response to the IGDA Curriculum Framework (The Study of Games and Game Development) Version 2.3 beta February 25th. By the end of this level of this programme the students will be able to demonstrate for: A threshold pass: 40% Lectures, Seminars, Learning, Shared Research, Reflective practice.Teacher demonstrations, Guest Speakers, Peer feedback and support, Research and online tutorials. 1,2,3,4,5,6 1,2,3,4,5,6 Essay, Electronic portfolio evidence, Game Design Documents (extended written work) Seminar/ Discussions, multimedia portfolio or presentation, digital sketchbooks, video tutorials, CITY2042 CITY2035 CITY2043 CITY2044 CITY2045 CITY2046 An exposition for embedding Knowledge and Understanding through Teaching & Learning and Assessment at this level of the programme: All units will embed knowledge and understanding of academic theory, social implications and the demands of the games industry in relation to the unit studied. Cognitive and Intellectual Skills: Informed by QAA Foundation Degree Qualification Benchmark (2010). Designed in response to the IGDA Curriculum Framework (The Study of Games and Game Development) Version 2.3 beta February 25th. By the end of this level of this programme the students will be able to demonstrate for: A threshold pass: 40% Lectures, Seminars, Learning, Shared Research, Reflective practice. Teacher demonstrations, Guest Speakers, Peer feedback and support, Research and online tutorials. Practical Workshops. 1,2,3,4,5,6 1,2,3,4,5,6 Essay, Electronic portfolio evidence, Game Design Documents (extended written work) Seminar/ Discussions, multimedia portfolio or presentation, digital sketchbooks, video tutorials, CITY2042 CITY2035 CITY2043 CITY2044 CITY2045 CITY2046 An exposition for embedding Cognitive and Intellectual Skills through Teaching & Learning and Assessment at this level of the programme:
WBL is an essential element of Foundation Degrees and therefore needs to be detailed here. However, there should be an employability focus for all HE programmes, through at least Work Related Learning. Therefore, the following section is applicable to all programmes: Level:4 WBL/WRL Activity: Logistics Prog Aim Prog Intended LO Range of Assessments Related Core Module(s) Research On-going throughout the programme and across most units, using a variety of sources (primary and secondary) 2,5 2 Essay, Electronic Multimedia Portfolio, Presentations and Seminars. CITY1048 SDFD102 CITY1049 CITY1050 CITY1038 CITY1051 Identify and propose game design concepts through Game Planning Investigation of industry techniques :Sketches and Designs, Game Treatment, Game Design Documentation, Presentations. Q & A sessions, Group Work 1,3,6 3,4, Produce a game treatment and game design document including digital sketches and diagrams Game development: Creating game assets (Graphics. 3D models, 3D animations and Sounds for computer games) Creating game narratives. Teacher demos, Guest speakers, Accessing web based tutorials ,Electronic resources (hardware and software) available at CityCollege Plymouth. Experiential and Self-directed learning, Peer support and collaboration. 1,3,4,5,6 1,3,4, Produce a digital scrapbook / electronic portfolio of the asset creation process. Reflection On-going 1,6, 2,5, Present a critical reflection on application of the production processes and methods in light of working practices in the creative media industry.
WBL or WRL is essential to the vision of this programme, and will be embedded across all units. Game development and design is both academic and practical: students will need to develop the academic understanding of theories whilst mastering the complexities of different software and combine this knowledge in order to develop a viable working product in accordance with methods used in industry. Level:5 WBL/WRL Activity: Logistics Prog Aim Prog Intended LO Range of Assessments Related Core Module(s) Research On-going throughout the programme, using a variety of sources (primary and secondary) 5,6 1 Essay, portfolio of investigation, video reviews and recommendations, presentations, seminars CITY2042 CITY2035 CITY2043 CITY2044 CITY2045 CITY2046 Recommend (Game Engine). Propose (systems of play). Teacher demos and lecturers Guest speakers, Accessing web based tutorials, electronic resources (hardware and software) available at CityCollege Plymouth. 1,2,3,5,6 4,6 Essay, portfolio of investigation, video written reviews and recommendations, game design documentation and plans, presentations, seminars Implement (production and enterprise) Teacher demos, Guest speakers, Accessing web based tutorials, electronic resources (hardware and software) available at CityCollege Plymouth. Experiential and learning, Peer support and collaboration. 1,2,3,5,6 1,3,6 Produce a digital scrapbook / electronic portfolio of the production process. Present final product for peer feedback and teacher assessment. Enterprise (business knowledge, career Lecturers, Guest Speakers, Student 1,2,3,4,6. 6 Create a product identity. directed
ELEMENTS OF ASSESSMENT Practical COURSEWORK E1 (formally scheduled) 50. % 50 % SUBJECT ASSESSMENT PANEL Group to which module should be linked: Game Design and Production Professional body minimum pass mark requirement: N/A MODULE AIMS: This Module aims to develop an understanding of the commercial nature of games and to provide learners with the knowledge of techniques used to drive and deliver hard and virtual products in the gaming society. To assess the immersive and psychological impact of sounds in video games. To understand rules of movement and physics and their application in animation. To develop technical skills in the use of industry standard sound engineering / creation software. Use 3D software to develop rigging and animating skills. ASSESSED LEARNING OUTCOMES: (additional guidance below) At the end of the module the learner will be expected to be able to: LO1 Propose immersive sounds and methods of creation. LO2 Plan and propose a system of movement for animated game components. LO3 Create sounds for a video game. LO4 Create animations for a video game. DATE OF APPROVAL: 19-03-14 FACULTY/OFFICE: Academic Partnerships DATE OF IMPLEMENTATION: September 2014 SCHOOL/PARTNER: City College Plymouth DATE(S) OF APPROVED CHANGE: TERM: Spring Additional notes (for office use only): SECTION B: DETAILS OF TEACHING, LEARNING AND ASSESSMENT Items in this section must e considered annually and amended as appropriate, in conjunction with the Module Review Process. Some parts of this page may be used in the KIS return and published on the extranet as a guide for prospective students. Further details for current students should be provided in module guidance notes. ACADEMIC YEAR: 2016/17 NATIONAL COST CENTRE: 121 MODULE LEADER: OTHER MODULE STAFF: