Module Title: CVG Design 3

Code:

Level: 2

Credit Value: 10

Semester(s) in which to be offered: 1

New

Title of Module being replaced

(if any): N/A

With effect from: Sept. 2002

Originating School: Art & Design

* Module Co-ordinator(s): Mathias Fuchs

Degree scheme(s) in which to be offered: BSc(Hons) Computer & Video Games

Prerequisites: CVG Design 2

Co-requisites: None

Postrequisites: CVG Design 4

Total contact hours: 36

Percentage taught by Schools other than originating School

(Please name other Schools): 0

* Breakdown of hours (eg lecture, lab work)

Lecture: 1 hour/week

Seminar: 2 hours/week

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 5th 2003.

All information regarding the assessment can be found on

http://creativetechnology.salford.ac.uk/fuchs/modules/game_design/index.htm

       

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
-an element of narrative or
-a formal or aesthetic development.

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.

Ex xpected 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: