SHE Level 5
SCQF Credit Points 15.00
ECTS Credit Points 7.50
Module Code MMI125269
Module Leader Fred Birse
School School of Computing, Engineering and Built Environment
Subject Applied Computer Games
  • B (January start)

Pre-Requisite Knowledge

Standard Programme Entry Requirements

Summary of Content

This module provides the student with an opportunity to explore the context of their subject area with reference to industry. Students will gain an understanding of how their academic studies relate to current industrial practice and how the skills they have acquired in their named programme might be applied. The module is designed to enable students to gain an insight into best practice in their field with reference to current technologies, workflow and production methods. Students will also have the opportunity to explore the prospective employment landscape and to ensure their skill set is closely aligned with industry expectations and demands. Where appropriate, external guest lectures will provide specific industry content. This module should also provide an industrial benchmark for the students MA dissertation/project.This module will require students to understand and demonstrate a practical knowledge of digital media publishing techniques suitable for the production of portfolio media. Students will investigate and demonstrate knowledge of a range of digital media tools and techniques for the promotion of skills within a portfolio presentation. Critical analysis of various types of digital media delivery platforms, copyright issues, and digital marketing strategies will be covered.


Questions will be incorporated into the module syllabus to offer divergent and convergent thinking into issues and topics pertinent to students transitioning from academia into the professional market. Q What do you want to do at the end of the programme? Finding a job in your related niche. Identify market place employment. Identify business opportunities. Identify marketing strategies. Q What does your employer/client want you to do? Developing a business relationship. Project planning, costings. Prepare a contract/design brief. Q What are your strengths and USP? Creating a narrative. Develop a visual identity. Prepare a CV, business cards, invoice templates, letterheads, etc. Visualisation of ideas, draft layouts and prototypes. Q How are you going to sell yourself? Synthesising all the bits. Pull all your ideas together. Apply production tools and techniques. Use your previous online sources, showreels and digital content. Incorporate colours, typography, composition, interaction, navigation, narrative. Create a folio Q Will your approach work? Testing it out. Work to timescales and budgets. Make a pitch. Use your folio. Respond constructively to questions.

Learning Outcomes

On completion of this module the student should be able to:(1) Prepare written documentation to support a pitch to a client for a design relating job in your related market niche.(2) Develop a coherent visual identity which can be used to support your professional interactions and communications with potential clients and/or employers.(3) Produce a digital folio in an appropriate format/style to showcase your creative potential.(4) Incorporate your folio into a pitch to secure creative work and/or a business opportunity.

Teaching / Learning Strategy

Formal lectures delivered by academic and guest lecturers. Laboratory based exercises. evaluation of personal work and peer group evaluation on a regular basis. Directed learning strategies where appropriate. Independent learning methodologies will be employed. Group and individual learning. The pass mark for the module is set at 50%

Indicative Reading

Essential Reading Bernard . Malcolm, 1998, "Art, Design and visual culture"' MacMillan Press Ltd, ISBN 0-333-67526-6 Baron. Cynthia, 2004, "Designing a Digital Portfolio", New Riders, ISBN 0735713944 Portfolio Design and Applications" 2006, Idea Group Publishing, ISBN-13: 978-1591408550 Suggested Reading Lister. Martin, "New Media: A critical introduction", 2003, Routledge, ISBN 9-780415-223782 Rose. Jean, "The Mature Students Guide to writing", 2001, Palgrave, ISBN 9-78033-725207 Thomas. Julia, "Reading Images", 2000, Palgrave, ISBN 9-780333-7765401 Roberts-Breslin, "Making Media", 2003, Focal Press ISBN 0-240-60502-X Myres. Debbie Rose, "The Graphic designers Guide to Portfolio Design", 2005, John Wiley & Sons, ISBN 0471569259. Hartnell-Young. Elizabeth et al, "Digital Portfolios: Powerful Tools for Promoting Professional Growth and Reflection" 2007, Corwin Press, ISBN 1-412-949300 Best, K., Design Management: Managing Design Strategy, Process and Implementation (2009), Ava, ISBN 2940373124 Best, K., Fundamentals of Design Management (2006), Ava, ISBN 2940411077 Bailey, Thomas and Donna Merritt. (1995). Making sense of industry-based skill standards. Berkeley, CA: National Center for Research in Vocational Education, University of California, Berkeley.

Transferrable Skills

C&IT skills Analytical and evaluative skills Ability to reflect Commercial awareness Independence Presentation skills Report writing skills Design and creative skills Research and investigative skills Problem solving skills Visual communication skills Project planning Analytical thought Critical evaluation Team Working Interpersonal skills Time-Management

Module Structure

Activity Total Hours
Lectures (FT) 12.00
Assessment (FT) 14.00
Tutorials (FT) 24.00
Independent Learning (FT) 100.00

Assessment Methods

Component Duration Weighting Threshold Description
CW1 n/a 100.00 50% Write a contract. Create a professional identity.Prepare a digital folio of your work.Make a pitch.