SHE Level 1
SCQF Credit Points 20.00
ECTS Credit Points 10.00
Module Code M1I625665
Module Leader Julie Campbell
School School of Computing, Engineering and Built Environment
Subject Applied Computer Games
  • A (September start)

Summary of Content

This module will provide an overview of the history of games and the game development process as well as considering the cultural and social context of playing games. It will consider the role of the designer and the need to understand the role of other processes and key members of game production e.g. business relationship with developer/publisher/artists/distributer etc. It will describe the tools, techniques and documentation used and applied during the development lifecycle. Students will be encouraged to consider games as artefacts and to play and reflect on a games ludic.


The syllabus will be delivered through a teaching plan, providing a clear structure through the course with a breakdown of Lecture, Lab, Tutorial and Assessment activity. History of Games A history of traditional games A history of videogames The Videogame Industry The role of the developer and publisher within the game industry The role of the distributor and retailer within the game industry Videogame Production The game production cycle: Pre-production Stages The game production cycle: Production Stages Roles within Videogame Production Design roles within a game development company Programmer and Management roles within a game development company - Game Production Documentation An overview of game production documentation How to write a good game design document Defining a game Game genre and game structure Breaking down a game and taking a closer look at the mechanics Developing the game concept and the process of refining Game Pitching Storyboarding early designs Game concept tools i.e. mind maps, brainstorm Prototyping the Game Different types of prototypes e.g. physical and digital Iterative nature of prototyping and the benefits Understanding player needs Player centred design Player profiles How to develop and use personas Evaluating the games An introduction to play testing How to plan a play test session Ethics Professional code of conduct required within the industry Exploring topics for ethical consideration

Learning Outcomes

On completion of this module, students should be able to:1. Understand the history of games and video games and describe the different business models, roles andrelationships within video game industry.2. Think about games as a product and reflect on game experience in a cultural and social context.3. Demonstrate an understanding of the game design document.4. Create a physical or digital prototype applying the Player-centered design lifecycle.

Teaching / Learning Strategy

The University 'Strategy for Learning' documentation has informed the learning and teaching strategy for this module The course material will be introduced through Lectures and practical exercises based on lecture material will be applied during lab and tutorial sessions. Tutorials will be used to explain and elaborate the lecture material as well as carrying out practical work such as working through concepts, pitching ideas, developing storyboards, creating personas, producing physical prototypes, planning for play testing and discussing topics for ethical consideration. The lab work will provide the student with support to develop prototypes using industry standard software. The coursework for this module will be based on the development of a game prototype along with some supporting documentation The module is delivered based on real world problem solving by using work related learning techniques such as pitching early ideas and prototype iteration. Students will also develop business awareness and professionalism by understating the roles relationships within the industry as well as professional ethics. Broader and deeper learning is applied to module delivery by encouraging collaborative interactive coursework and continuous formative feedback.

Indicative Reading

Fullerton, T. (2008) Game Design Workshop - A playcentric approach to creating innovative games Chandler, H. (2006) Game Production Handbook, Charles River Media Mencher, M. (2002) Get in the game: careers in the game industry, New Rider Games Moore, M. & Sward, J. (2006) Introduction to the game industry Prentice Hall

Transferrable Skills

D1 Time management: organising, prioritising and planning work D3 Reviewing and evaluating own learning, strengths and weaknesses D4 Presentational Skills D5 Commercial Awareness D6 Team working and Interpersonal skills

Module Structure

Activity Total Hours
Assessment (FT) 20.00
Practicals (FT) 24.00
Lectures (FT) 12.00
Seminars (FT) 24.00
Independent Learning (FT) 120.00

Assessment Methods

Component Duration Weighting Threshold Description
Coursework 1 n/a 100.00 40% Practical Assignment