30 credits at level HE5
This module builds on the skills and expertise developed in the Creative
Games module introduces some new skills and terms. You will work with
clients to realise the games elements of a short project. Emphasis will be
placed on working creatively with the medium and understanding
approaches to game design. You will work with peers under the direction of
your tutors to complete the games elements of a brief that has been
commissioned by an external client.
• Elements of games
Schell’s “game lenses”; game mechanics; “flow” in the context of
games; the games design document; narrative in the context of games.
• Working with clients
Attending client meetings; involving clients in possible multiplatform
issues; pitching and presenting self and ideas to clients; client
consultation and dealing with clients; importance of meeting deadlines;
scheduling to meet deadlines; agree timescales with clients; budgeting;
producing games elements to meet client’s needs including timescale
and budget; evaluating the final product with the client.
• Technical skills
Further development of skills learned in the Introduction to Games and
the Creative Games modules plus the following: The role of concepts in
games; working to a specification; production of game element to meet a
client’s specification; limitations and restrictions due to budgets and
schedules; creating a look and feel to the game that will impress a client;
construct a game level.
• Transferable skills and PDP
e-PDP; refection on experiences; action planning; planning work
schedules; self management; working with others as part of a team,
giving a pitch, working with clients; health and safety issues relating to
the use of PCs; accessibility issues in the context of video games.
This module will be delivered through practical face-to-face sessions. You
will attend lectures, seminars, workshops and work on case studies and
give presentations. For your assessment, you will participate as a member
of multi platform production team and produce a product for a live client
brief. The brand, identity and the delivery mechanism for the product will be
decided upon by negotiation between tutors, students and clients. Tutors
will direct and manage the production of the product. You will pitch a range
of production choices to the client and creatively interpret the brief.
when you have successfully completed this module you will:
to demonstrate that you have achieved the learning outcome you will:
|1.||Be able to give a pitch to a client.||1.1 Pitch an element of a multiplatform production idea to a client in an effective manner.|
|2.||Know how to work effectively as a part of a production team and show understanding of the roles of others in the team.||2.1 Work effectively as a part of a multiplatform production team and examine the roles carried out by others in your team.|
|3.||Know how to work safely as a part of a production team.||3.1 Devise a suitable risk assessment for your tasks and work safely as a part of a multiplatform production team.|
|4.||Demonstrate technical skills in your specialist skill area.||
4.1 Design and undertake the technical construction of a games design document in response to the brief.
4.2. Use industry standard software correctly in the production of the plan of a level.
4.3 Produce a creative and technically competent game level in response to a client’s brief.
|5.||Be able to analyse problems when making productions to meet a client’s needs and find ways to overcome them.||5.1 Analyse the problems you encountered in your production work and how you overcame them.|
|6.||Evaluate you working practices and devise an action plan for improvement.||
6.1 Evaluate your working practices in terms of skills and team working.
6.2 Evaluate your working practices in terms of how you worked with the client and the effectiveness of your pitch.
6.3 Comment critically on how the work you have undertaken relates to theoretical concepts covered in the module.
Your achievement of the learning outcomes for this module will be tested as follows:
|Description||Practical project and supporting documentary evidence of the planning process and decisions made.||Reflective commentary||Pitch|
Before taking this module you must have successfully completed the following:
and/or be taking the following corequisite modules:
No restrictions apply.
Anderson, K. and Kerr, C. (2002) Customer relationship management.
New York : McGraw-Hill. NetLibrary.
action=summary&v=1&bookid=65795 [2 May 2009]
Bates, B. (2004) Games Design: The Art and Business of Creating
Games. 2nd ed. Cambridge: Mass. Thomson Course Technology
Bowen, Linda Cooper (1999) Finding and keeping your best clients.
Gamasutra: The Art and Business of Making Games Available at:
http://www.gamasutra.com/ [Accessed 8th June 2009]
Quinn, E. & Counihan, J. (2006) The Pitch. London: Faber & Faber
Young, L., Ryan, D., Pinnell, R., Sheppard, S., Hosford, A., Cryer, N.,
Murphy, N., and Chung, J. (2002) Services Marketing. Maidenhead:CIM
|Host Subject Group:||Theatre and Film Studies|
|User Name||Date Accessed||Action|