Module Title: CVG Design 1 |
Code: |
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Level: 1 |
Credit Value: 10 |
Semester(s) in which to be offered: 1 |
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New |
Title of Module being replaced (if any): N/A |
With effect from: Sept. 2002 |
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Originating School: Art & Design |
* Module Co-ordinator(s): Mathias Fuchs |
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Degree scheme(s) in which to be offered: BSc(Hons) Computer & Video Games |
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Prerequisites: None |
Co-requisites: None |
Postrequisites: CVG Design 2 |
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Total contact hours: 36 |
Percentage taught by Schools other than originating School (Please name other Schools): 0 |
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* Breakdown of hours (eg lecture, lab work) Lecture: 1 hour/week Seminar: 2 hours/week |
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Assessment (please indicate the number of exams, practicals, orals etc to be held, and what each piece of assessment is marked out of if not 100): Number: Duration: Marked out of: Examination Lab work Oral Project 1 c. 20 hours work [90%] Continuous Assessment [10%] Dissertation Practical Composite Written Exam The project to be assesed has to be handed in on February 6th 2003. All information regarding the assessment can be found on http://creativetechnology.salford.ac.uk/fuchs/modules/game_design/index.htm |
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Module aims and objectives: · To introduce students to the basic elements of games such as game theory, strategy, story-lines, map design and characters. · To introduce students to the basic design elements of computer games such as images, audio, story-lines and map design through practical work. · Each student should be able to build a considerably complex
map using UnrealEd (version 2 or 3). The map should contain textures and
sounds which are not only taken from the packages delivered with UnrealTournament,
but should rather be the sounds and images generated by the student. The
sequence of the rooms the players walk through should contain either The participant of the module is supposed to deliver a brief statement in written form explaining her or his idea for the map she or he designed. |
Expected learning outcomes: On completion of the module, students should: · Have a basic understanding of designing a computer game with a particular game-engine. · Know the basic visual and audio elements common to computer games. · Have done hands-on-work with the UnrealEditor. |
Syllabus: · History of computer games · Aesthetics of computer games (presentation of examples) · The Unreal engine as an example for a contemporary game engine. · Elements of functionality in computer and video games. · Visual and design elements of computer and video games. · Development of a project from design idea to an Unreal map. |
Continuing education possibilities: |