GAME PREPRODUCTION WORKSHOP

SHE Level 3
SCQF Credit Points 20.00
ECTS Credit Points 10.00
Module Code M3I622991
Module Leader Hamid Homatash
School School of Computing, Engineering and Built Environment
Subject Applied Computer Games
Trimester
  • A (September start)

Summary of Content

This module introduces students to the pre-production process. Students work in groups to create a series of game pitches and prototypes, each of which responds to 'publisher' feedback. The module affords students the opportunity to experiment iteratively with designs and identify which solutions hold the most promise. The module's structure will loosely follow the games industry publisher green-light process, where many projects are pitched and only a few are fully developed. As such, throughout the module, student groups on more promising projects will grow as other projects are 'cancelled' by the 'publishers' at key milestones. By the end of the module, students will have created a small number of high quality gameplay prototypes and visual render targets that can be used as the basis of a full game production.

Syllabus

-359? Market Research -359? Player demographics ? Video game age ratings systems ? Commercial Awareness and justification of demand ? Marketing Plan -359? Publisher Pitching Processes -359? Creative problem solving and applying design principles to the creative process -359? use of "kit" or "lens" approaches -359? Elevator Pitch ? Pitch Video & Presentation ? One Page Design Doc ? Conceptualisation and Storyboard of the game ? Feedback and Iteration -359? Pre-production Game Prototype Development -359? Rapid prototype development ? Multi disciplinary approach ? Concept art, theme, story and UI development ? Aligning early development with usability goals or early lifecycle evaluation techniques ? Playtesting plan -359? Project Management -359? Scheduling (creating a game development timeline) ? The role of budget in game pre-production phase ? SMART Objectives ? Milestones -359? Documentation -359? The game design document ? The art bible ? The production path ? The technical design document ? The project plan

Learning Outcomes

On completion of this module, students should be able to:Demonstrate an awareness of the publisher green-light processCreate a series of prototypes that implement key game systemsManage time effectively using milestones as targetsIdentify and illustrate an understanding of pre-production techniques associated to the creation of computer games Demonstrate an understanding of production process associated to creation of assets and game content

Teaching / Learning Strategy

The University 'Strategy for Learning' documentation has informed the learning and teaching strategy for this module. The module material will be introduced through lectures, while practical exercises, based on the lecture material, will be given to students for their laboratory sessions. Tutorials will be used to help explain and elaborate on both the lecture material and the laboratory exercises. Full use will be made of GCU Learn to provide Lecture-based and related study materials, along with sample solutions of Tutorial and Laboratory exercises, thus encouraging the development of independent learning and allowing self-reflective feedback on student performance. Staff-based feedback on student performance for submitted work will be provided in line with the University feedback policy, with summative feedback and grades on the coursework assessment utilising GCU Learn. The additional interactive discussion features of GCU Learn will be utilised, as appropriate to the module, to stimulate independent and flexible student learning outwith scheduled class time.

Indicative Reading

Fullerton, T. (2014) Game Design Workshop, Third Edition, CRC Press Schell, J. (2014) The Art of Game Design: A Book of Lenses, CRC Press Salisbury, A (2003) Game Development Business and Legal Guide Chandler, H M. (2008) The Game Production Handbook, Infinity Science Press

Transferrable Skills

D1 Time management: organising, prioritising and planning work D2 Critical thinking and problem solving. D3 Reviewing and evaluating own learning, strengths and weaknesses D4 Communication skills, written, oral and listening, Presentation Skills D5 Commercial Awareness D6 Team working and Interpersonal skills D8 Self confidence, self discipline & self reliance (independent working). D9 Awareness of strengths and weaknesses. D16 Interpersonal skills, team working and leadership. D17 Presentation skills.

Module Structure

Activity Total Hours
Lectures (FT) 12.00
Practicals (FT) 48.00
Tutorials (FT) 12.00
Assessment (FT) 18.00
Independent Learning (FT) 110.00

Assessment Methods

Component Duration Weighting Threshold Description
Coursework 1 n/a 100.00 35% Practical Based Assignment