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DEFINITIVE MODULE RECORDS Programme Title: HNC & HND Games Design for Industry University of Plymouth Programme Code: HNC – 4539, HND - 4540 Partner Faculty: Academic Partnerships, University of Plymouth Partner Delivering Institution: Cornwall College, Camborne Start Date: September 2019-20 First Award Date: HNC – July 2020-21, HND – July 2021-22 Date of Approval: May 2012 Date(s) of Revision(s) to this Document: 19 th August 2019

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DEFINITIVE MODULE RECORDS

Programme Title: HNC & HND Games Design for Industry

University of Plymouth Programme Code: HNC – 4539, HND - 4540

Partner Faculty: Academic Partnerships, University of Plymouth

Partner Delivering Institution: Cornwall College, Camborne

Start Date: September 2019-20

First Award Date: HNC – July 2020-21, HND – July 2021-22

Date of Approval: May 2012

Date(s) of Revision(s) to this Document: 19th August 2019

SECTION A: DEFINITIVE MODULE RECORD . Proposed changes must be submitted via Faculty Quality Procedures for approval and issue of new module code.

MODULE CODE: CORC1072 MODULE TITLE: Computer Games Studies and Research

CREDITS: 20 FHEQ Level: 4 HECOS CODE: 101268, 101020, 101019

PRE-REQUISITES: None CO-REQUISITES: None COMPENSATABLE: Y

SHORT MODULE DESCRIPTOR: (Max 425 characters)Learners will explore the medium of computer games; an examination of the history of computer games, exploring the relationship with games and wider culture and applying relevant theories to the analysis of specific computer games.

ELEMENTS OF ASSESSMENT: [Use HESA KIS definitions]WRITTEN EXAMINATION COURSEWORK PRACTICAL

E1 (Examination) C1 (Coursework) 100% P1 (Practical)

E2 (Clinical Examination)

A1 (Generic Assessment)

T1 (Test)

SUBJECT ASSESSMENT PANEL Group to which module should be linked: Camborne

Professional body minimum pass mark requirement: N/A

MODULE AIMS: The module aims to develop a sophisticated understanding of the history, cultural contexts

and ludic structures of computer games through the application of relevant theory.

ASSESSED LEARNING OUTCOMES: (Additional guidance below)At the end of the module the learner will be expected to be able to: Understand the historical development of computer games. Understand the cultural context and impact of computer games. Analyse the ludic and narrative aspects of computer games. Apply and evaluate research methods and procedures in creative media production contexts.

DATE OF APPROVAL: 01 May 2012 FACULTY/OFFICE: Academic PartnershipsDATE OF IMPLEMENTATION: 01 Sept 2012 SCHOOL/PARTNER: Cornwall CollegeDATE(S) OF APPROVED CHANGE: TERM/SEMESTER: All Year

Additional notes (For office use only):

SECTION B: DETAILS OF TEACHING, LEARNING AND ASSESSMENTItems in this section must be considered annually and amended as appropriate, in conjunction with the Module Review Process. Some parts of this page may be used in the KIS return and published on the extranet as a guide for prospective students. Further details for current students should be provided in module guidance notes.

ACADEMIC YEAR: 2019-20 NATIONAL COST CENTRE: 145

MODULE LEADER: Mat Warner OTHER MODULE STAFF:

SUMMARY of MODULE CONTENT:Development of game technologies, Development of game platform types, Development of game genres, Development of legal framework, Gaming cultures, Game-player identities, Gaming demographics, Impact, Ludology, Narratology, Critical approaches.

SUMMARY OF TEACHING AND LEARNING: [Use HESA KIS definitions]Scheduled Activities Hours Comments/Additional InformationLecture 25Tutorial 5Practical Classes and Workshops 15Guided Independent study 155

Total 200 (NB: 1 credit = 10 hours or learning; 10 credits = 100 hours, etc.)

Category Element

Component Name Component Weighting

Comments include links to learning objectives

Written exam

E Total = 100%T Total = 100%

CourseworkC1C2

PortfolioEssay

50%50%

Total = 100%Practical P Total = 100%

Updated by:Perran Hobson

Date:19/08/19

Approved by: HE Operations

Date:19/08/19

Recommended Texts and Sources:Dick D, 2002, The PC Support Handbook, Prestwick, Dumbreck PublishingForster W, 2005, The Encyclopedia of Game Machines: Consoles, Handhelds and Home Computers 1972-2005, Berlin, Hagen SchmidMueller S, 2007, – Upgrading and Repairing PCs, Indianapolis, QueWolf M, 2003, The Video Game Theory Reader, New York, Routledge

SECTION A: DEFINITIVE MODULE RECORD . Proposed changes must be submitted via Faculty Quality Procedures for approval and issue of new module code.

MODULE CODE: CORC1073 MODULE TITLE: Pre-Production Design and Computer Game Concept Art

CREDITS: 20 FHEQ Level: 4 HECOS CODE: 101268, 101020, 101019

PRE-REQUISITES: None CO-REQUISITES: None COMPENSATABLE: Y

SHORT MODULE DESCRIPTOR: (Max 425 characters)The essence of this module is to develop drawing skills to permit effective communication of the visualisation of imagined characters and locations within the conceptual game world. Skilful execution of these visualisations begins with study and practice of observational and life drawing.

ELEMENTS OF ASSESSMENT: [Use HESA KIS definitions]WRITTEN EXAMINATION COURSEWORK PRACTICAL

E1 (Examination) C1 (Coursework) 100% P1 (Practical) E2 (Clinical Examination)

A1 (Generic Assessment)

T1 (Test)

SUBJECT ASSESSMENT PANEL Group to which module should be linked: Camborne

Professional body minimum pass mark requirement: N/A

MODULE AIMS: This module aims to develop leaners’ understanding of the techniques of drawing in various

media and their practical skills in drawing figures and environments for computer game concept art.

ASSESSED LEARNING OUTCOMES: (Additional guidance below)At the end of the module the learner will be expected to be able to: Create concept drawings for computer games from life. Create and maintain personal drawing scrapbooks/weblogs of computer game concept art. Create and review career-orientated portfolios of own concept art drawing work.

DATE OF APPROVAL: 01 May 2012 FACULTY/OFFICE: Academic PartnershipsDATE OF IMPLEMENTATION: 01 Sept 2012 SCHOOL/PARTNER: Cornwall CollegeDATE(S) OF APPROVED CHANGE: TERM/SEMESTER: All Year

Additional notes (For office use only):

SECTION B: DETAILS OF TEACHING, LEARNING AND ASSESSMENT

Items in this section must be considered annually and amended as appropriate, in conjunction with the Module Review Process. Some parts of this page may be used in the KIS return and published on the extranet as a guide for prospective students. Further details for current students should be provided in module guidance notes.

ACADEMIC YEAR: 2019-20 NATIONAL COST CENTRE: 121

MODULE LEADER: Stephen Howard OTHER MODULE STAFF:

SUMMARY of MODULE CONTENT:Drawing media, Drawing techniques, Observational techniques, Working process, Physiology for drawing, Personal drawing weblog, Feedback, Portfolio, Content, Reflect on.

SUMMARY OF TEACHING AND LEARNING: [Use HESA KIS definitions]Scheduled Activities Hours Comments/Additional InformationLecture 15Seminar 10Practical Classes and Workshops 20Guided Independent study 155

Total 200 (NB: 1 credit = 10 hours or learning; 10 credits = 100 hours, etc.)

Category Element

Component Name Component Weighting

Comments include links to learning objectives

Written exam

E Total = 100%T Total = 100%

Coursework C1C2

PortfolioPresentation

75%25%

Total = 100%Practical P Total = 100%

Updated by:Perran Hobson

Date:19/08/19

Approved by: HE Operations

Date:19/08/19

Recommended Texts and Sources:Berger J, 1972, Ways of Seeing, London, Penguin Books LtdHartal, Leo. And Morris, D(2003) Game Art: The Graphic Art of Computer Games Watson-GuptillHughes R, 1991, The Shock of the New: Art and the Century of Change, London, Thames and Hudson LtdMattessi M, 2008, Force: Character Design from Life Drawing, Oxford, Focal PressMaclean F, 2011, Setting the Scene: The Art & Evolution of Animation Layout, San Francisco, Chronicle BooksOmernick, M (2004) Creating the Art of the Game New Riders GamesPardew, L (2004) Beginning Illustration and Storyboarding for Games Course Technology PTRWelton D, 1999, The Body: Classic and Contemporary Readings (Blackwell Readings in Continental Philosophy), Oxford, Blackwell PublishersWilliams R, 2009, The Animator's Survival Kit, London, Faber and Faber Ltd3Dtotal.com, 2009, Digital Painting Techniques: Practical Techniques of Digital Art Masters: Masters Collection: Volume, Oxford, FocalPress3dTotal, 2010, Digital Painting Techniques: Masters Collection Volume 2, Worcester, 3D Total Publishing

SECTION A: DEFINITIVE MODULE RECORD . Proposed changes must be submitted via Faculty Quality Procedures for approval and issue of new module code.

MODULE CODE: CORC1077 MODULE TITLE: Animation Principles

CREDITS: 20 FHEQ Level: 4 HECOS CODE: 101268, 101020, 101019

PRE-REQUISITES: None CO-REQUISITES: None COMPENSATABLE: Y

SHORT MODULE DESCRIPTOR: (Max 425 characters)Learners will gain an understanding of the history of and key developments in animation; developing skills and techniques in traditional and digital animation. Learners will plan and produce 2D and 3D animations for a specified audience.

ELEMENTS OF ASSESSMENT: [Use HESA KIS definitions]WRITTEN EXAMINATION COURSEWORK PRACTICAL

E1 (Examination) C1 (Coursework) 100% P1 (Practical) E2 (Clinical Examination)

A1 (Generic Assessment)

T1 (Test)

SUBJECT ASSESSMENT PANEL Group to which module should be linked: Camborne

Professional body minimum pass mark requirement: N/A

MODULE AIMS: This module aims to develop learners’ understanding of the development of animation and

provide them with skills needed to create animation productions to a professional standard.

ASSESSED LEARNING OUTCOMES: (Additional guidance below)At the end of the module the learner will be expected to be able to: Understand the techniques and styles used in animation. Plan animated productions for specified audiences. Create animated productions for specified audiences. Evaluate own animation production work.

DATE OF APPROVAL: 01 May 2012 FACULTY/OFFICE: Academic PartnershipsDATE OF IMPLEMENTATION: 01 Sept 2012 SCHOOL/PARTNER: Cornwall CollegeDATE(S) OF APPROVED CHANGE: TERM/SEMESTER: All Year

Additional notes (For office use only):

SECTION B: DETAILS OF TEACHING, LEARNING AND ASSESSMENT

Items in this section must be considered annually and amended as appropriate, in conjunction with the Module Review Process. Some parts of this page may be used in the KIS return and published on the extranet as a guide for prospective students. Further details for current students should be provided in module guidance notes.

ACADEMIC YEAR: 2019-20 NATIONAL COST CENTRE: 143MODULE LEADER: Robert Shirley OTHER MODULE STAFF: NoneSUMMARY of MODULE CONTENT:Origins of animation, Applications, Planning work, Audience, Techniques, Production, Technical considerations, Post-production, Finished product, Production skills.SUMMARY OF TEACHING AND LEARNING: [Use HESA KIS definitions]Scheduled Activities Hours Comments/Additional InformationLecture 15Seminar 5Demonstration 5Practical Classes and Workshops 20Guided Independent Study 155

Total 200 (NB: 1 credit = 10 hours or learning; 10 credits = 100 hours, etc.)

Category Element

Component Name Component Weighting

Comments include links to learning objectives

Written exam

E Total = 100%T Total = 100%

Coursework CPortfolioPresentation

75%25%

Total = 100%Practical P Total = 100%Updated by:Perran Hobson

Date:19/08/19

Approved by: HE Operations

Date:19/08/19

Recommended Texts and Sources:Dayley L & Dayley B, 2010, Photoshop CS5 Bible, Indianapolis, Wiley Publishing Inc.Hart, T. (1999)The Art of the Storyboard: Storyboarding for Film, TV, and Animation Focal PressLeete M et al, 2010, Flash Professional CS5 and Flash Catalyst CS5 For Dummies, Hoboken, Wiley Publishing Inc.Long, B and Schenk, S. (2002) The Digital Filmmaking Handbook Charles River MediaKerlow, I. V. (1995) The Art of 3D Computer Animation and Imaging John WileyKuhlo M & Eggert E, 2010, Architectural Rendering with 3ds Max and V-Ray: Photorealistic Visualization, Oxford, Focal pressMaclean F, 2011, Setting the Scene: The Art & Evolution of Animation Layout, San Francisco, Chronicle BooksO’Conner J, 2010, Mastering mental ray: Rendering Techniques for 3D and CAD Professionals, Indianapolis , Wiley PublishingVan der Steen J & Boardman T, 2009, Rendering with mental ray and 3ds Max, Second Edition (Autodesk Media and Entertainment Techniques),Oxford Focal PressWells P, 1998, Understanding Animation, London, RoutledgeWhite, T. (1988) The Animator's Workbook Watson-Guptill Pubns3dTotal, 2010, Digital Painting Techniques: Masters Collection Volume 2, Worcester, 3D Total Publishing

SECTION A: DEFINITIVE MODULE RECORD . Proposed changes must be submitted via Faculty Quality Procedures for approval and issue of new module code.

MODULE CODE: CORC1074 MODULE TITLE: 2D Digital Graphics and Texturing for Computer Games

CREDITS: 20 FHEQ Level: 4 HECOS CODE: 101268, 101020, 101019

PRE-REQUISITES: None CO-REQUISITES: None COMPENSATABLE: Y

SHORT MODULE DESCRIPTOR: (Max 425 characters)This module provides knowledge, understanding and practical experience of the tools and techniques of the digital graphics software used to produce images for computer games. It also provides learners with the ability to unwrap basic 3D meshes for application of texture maps. Encouraging learners to express imaginative skills, it is appropriate that some critical self-reflective practice is undertaken.

ELEMENTS OF ASSESSMENT: [Use HESA KIS definitions]WRITTEN EXAMINATION COURSEWORK PRACTICAL

E1 (Examination) C1 (Coursework) 100% P1 (Practical) E2 (Clinical Examination)

A1 (Generic Assessment)

T1 (Test)

SUBJECT ASSESSMENT PANEL Group to which module should be linked: Camborne

Professional body minimum pass mark requirement: N/A

MODULE AIMS: To develop learners’ understanding of 2D digital graphics software and provide them with the

skills required to use this software in creating graphics and textures for compute games.

ASSESSED LEARNING OUTCOMES: (Additional guidance below)At the end of the module the learner will be expected to be able to: Understand the theory of digital graphics for computer games. Generate ideas for computer game graphics. Create digital graphics and textures for computer games following industry practice. Unwrap basic 3D meshes ready for application of texture maps.

DATE OF APPROVAL: 01 May 2012 FACULTY/OFFICE: Academic PartnershipsDATE OF IMPLEMENTATION: 01 Sept 2012 SCHOOL/PARTNER: Cornwall CollegeDATE(S) OF APPROVED CHANGE: TERM/SEMESTER: All Year

Additional notes (For office use only):

SECTION B: DETAILS OF TEACHING, LEARNING AND ASSESSMENTItems in this section must be considered annually and amended as appropriate, in conjunction with the Module Review Process. Some parts of this page may be used in the KIS return and

published on the extranet as a guide for prospective students. Further details for current students should be provided in module guidance notes.

ACADEMIC YEAR: 2019-20 NATIONAL COST CENTRE: 121

MODULE LEADER: Stephen Howard OTHER MODULE STAFF:

SUMMARY of MODULE CONTENT:Digital imaging theory, Image capture, Image optimisation, Storage of digital image assets, Applications, Artistic styles, Ideas generation, Legal and ethical considerations, Computer game graphics, Graphics specification, Preparation, Software interface, Workflow, Drawing tools, Editing tools, Advanced tools, Game graphics, Industry practice, Texture creation, UVW unwrapping.

SUMMARY OF TEACHING AND LEARNING: [Use HESA KIS definitions]Scheduled Activities Hours Comments/Additional InformationLecture 15Demonstration 5Practical Classes and Workshops 25Guided Independent study 155

Total 200 (NB: 1 credit = 10 hours or learning; 10 credits = 100 hours, etc.)

Category Element

Component Name Component Weighting

Comments include links to learning objectives

Written exam

E Total = 100%T Total = 100%

CourseworkC1C2

Digital WorkPortfolio

50%50%

Total = 100%Practical P Total = 100%

Updated by:Perran Hobson

Date:19/08/19

Approved by: HE Operations

Date:19/08/19

Recommended Texts and Sources:Adobe Creative Team, 2010, Adobe Flash Catalyst CS5 Classroom in a Book, Indianapolis, AdobeDayley L & Dayley B, 2010, Photoshop CS5 Bible, Indianapolis, Wiley Publishing Inc.Hartal, Leo. And Morris, D(2003) Game Art: The Graphic Art of Computer Games Watson-GuptillLeete M et al, 2010, Flash Professional CS5 and Flash Catalyst CS5 For Dummies, Hoboken, Wiley Publishing Inc.Maclean F, 2011, Setting the Scene: The Art & Evolution of Animation Layout, San Francisco, Chronicle BooksOmernick, M (2004) Creating the Art of the Game New Riders GamesPardew, L (2004) Beginning Illustration and Storyboarding for Games Course Technology PTR3dTotal, 2010, Digital Painting Techniques: Masters Collection Volume 2, Worcester, 3D Total Publishing

SECTION A: DEFINITIVE MODULE RECORD . Proposed changes must be submitted via Faculty Quality Procedures for approval and issue of new module code.

MODULE CODE: CORC1076 MODULE TITLE: 3D Modelling and Animation for

Computer Games

CREDITS: 20 FHEQ Level: 4 HECOS CODE: 101268, 101020, 101019

PRE-REQUISITES: None CO-REQUISITES: None COMPENSATABLE: Y

SHORT MODULE DESCRIPTOR: (Max 425 characters)

ELEMENTS OF ASSESSMENT: [Use HESA KIS definitions]WRITTEN EXAMINATION COURSEWORK PRACTICAL

E1 (Examination) C1 (Coursework) 100% P1 (Practical) E2 (Clinical Examination)

A1 (Generic Assessment)

T1 (Test)

SUBJECT ASSESSMENT PANEL Group to which module should be linked:

Professional body minimum pass mark requirement: N/A

MODULE AIMS: This module covers the essential components of 3D modelling and animation required for

working in the computer games industry. Learners will gain an understanding of particular techniques and skills used in the full production pipeline from basic modelling to animating objects and rendering.

ASSESSED LEARNING OUTCOMES: (Additional guidance below)At the end of the module the learner will be expected to be able to: Apply 3D modelling and animation techniques for computer games. Produce and render 3D models for computer games. Apply 2D texture maps to 3D models for computer games. Animate models using industry standard techniques.

DATE OF APPROVAL: 01 May 2012 FACULTY/OFFICE: Academic PartnershipsDATE OF IMPLEMENTATION: 01 Sept 2012 SCHOOL/PARTNER: Cornwall CollegeDATE(S) OF APPROVED CHANGE: TERM/SEMESTER: All Year

Additional notes (For office use only):

SECTION B: DETAILS OF TEACHING, LEARNING AND ASSESSMENTItems in this section must be considered annually and amended as appropriate, in conjunction with the Module Review Process. Some parts of this page may be used in the KIS return and published on the

extranet as a guide for prospective students. Further details for current students should be provided in module guidance notes.

ACADEMIC YEAR: 2019-20 NATIONAL COST CENTRE: 121MODULE LEADER: Stephen Howard OTHER MODULE STAFF: None

SUMMARY of MODULE CONTENT:Techniques, Modelling tools, Cross-platform considerations, Model components, Workflow, Rendering, Materials, UV mapping, Textures derived from 3D software, Files, Export, Lighting, Key framing, Sub division modelling.

SUMMARY OF TEACHING AND LEARNING: [Use HESA KIS definitions]Scheduled Activities Hours Comments/Additional InformationLecture 15Demonstration 5Practical Classes and Workshops 25Guided Independent study 155

Total 200 (NB: 1 credit = 10 hours or learning; 10 credits = 100 hours, etc.)

Category Element Component Name Component Weighting

Comments include links to learning objectives

Written exam

E Total = 100%T Total = 100%

Coursework CPortfolioPresentation

75%25%

Total = 100%Practical P Total = 100%

Updated by:Perran Hobson

Date:19/08/19

Approved by: HE Operations

Date:19/08/19

Recommended Texts and Sources:Clinton, Y (2007) Game Character Modelling and Animation with 3ds max 7 CMP BooksDraper P, 2008, Deconstructing the Elements with 3ds Max: Create natural fire, earth, air and water without plug-ins (Autodesk Media and Entertainment Techniques), Oxford, Focal PressGauthier, J. (2001) Interactive Digital 3D Actors Morgan Kaufmann PublishersKerlow, I. V. (1995) The Art of 3D Computer Animation and Imaging John WileyFranson, D (2004) The Dark Side of Game Texturing Course Technology PTRKermanikian A, 2010, Introducing Mudbox, Indianapolis, Wiley PublishingKuhlo M & Eggert E, 2010, Architectural Rendering with 3ds Max and V-Ray: Photorealistic Visualization, Oxford, Focal pressLanning K et al, 2009, d'artiste: Character Modeling 3 (D'Artiste), Mylor (SA), Ballistic PublishingJones, A, (2000) 3D Studio MAX Professional Animation New Riders PublishingMaclean F, 2011, Setting the Scene: The Art & Evolution of Animation Layout, San Francisco, Chronicle BooksO’Conner J, 2010, Mastering mental ray: Rendering Techniques for 3D and CAD Professionals, Indianapolis , Wiley PublishingRoberts S, 2007, Character Animation: 2D Skills for Better 3D (Focal Press Visual Effects and Animation), Oxford, Focal PressVan der Steen J & Boardman T, 2009, Rendering with mental ray and 3ds Max, Second Edition (Autodesk Media and Entertainment Techniques),Oxford Focal PressWade D, 2012, d'artiste Character Modeling 4 (D'Artiste), Mylor (SA), Ballistic Publishing3dTotal, 2010, Digital Painting Techniques: Masters Collection Volume 2, Worcester, 3D Total Publishing

SECTION A: DEFINITIVE MODULE RECORD . Proposed changes must be submitted via Faculty Quality Procedures for approval and issue of new module code.

MODULE CODE: CORC1078 MODULE TITLE: 3D Computer Games Engines and Asset Creation

CREDITS: 20 FHEQ Level:4 HECOS CODE: 101268, 101020, 101019

PRE-REQUISITES: None CO-REQUISITES: None COMPENSATABLE: Y

SHORT MODULE DESCRIPTOR: (Max 425 characters)Learners will become familiar with game engine technology, the central piece of software used for the assembly of modern computer games. By building playable games/levels or modifications of existing games, learners will gain an understanding of how a modern computer game is pieced together, integrating 3D environments/assets, cameras, control systems and basic game logic.

ELEMENTS OF ASSESSMENT: [Use HESA KIS definitions]WRITTEN EXAMINATION COURSEWORK PRACTICAL

E1 (Examination) C1 (Coursework) 100% P1 (Practical) E2 (Clinical Examination)

A1 (Generic Assessment)

T1 (Test)

SUBJECT ASSESSMENT PANEL Group to which module should be linked: Camborne

Professional body minimum pass mark requirement: N/A

MODULE AIMS: This module aims to develop learner’s understanding of computer game engines, and provide

them with the skills needed to use them when developing a new game.

ASSESSED LEARNING OUTCOMES: (Additional guidance below)At the end of the module the learner will be expected to be able to: Understand the relationships between 3D computer game elements. Understand the difference between low and high polygon modelling. Implement control systems in computer games using input devices via 3D game engines. Produce playable mods based on gameplay genres using 3D game engines. Create 3D assets ready for inclusion into a game engine. Demonstrate how to follow a strict design pipeline.

DATE OF APPROVAL: 01 May 2012 FACULTY/OFFICE: Academic PartnershipsDATE OF IMPLEMENTATION: 01 Sept 2012 SCHOOL/PARTNER: Cornwall CollegeDATE(S) OF APPROVED CHANGE: TERM/SEMESTER: All Year

Additional notes (For office use only):

SECTION B: DETAILS OF TEACHING, LEARNING AND ASSESSMENTItems in this section must be considered annually and amended as appropriate, in conjunction with the Module Review Process. Some parts of this page may be used in the KIS return and published on the

extranet as a guide for prospective students. Further details for current students should be provided in module guidance notes.

ACADEMIC YEAR: 2019-20 NATIONAL COST CENTRE: 121

MODULE LEADER: Stephen Howard OTHER MODULE STAFF: None

SUMMARY of MODULE CONTENT:Dynamic elements, Static elements, Relationship between game elements, Point of view, Virtual camera parameters, Input devices, Relationships between input devices and virtual 3D world, Relationships between input devices and cameras, Mods, Gameplay genres, 3D game engines, Asset creation.

SUMMARY OF TEACHING AND LEARNING: [Use HESA KIS definitions]Scheduled Activities Hours Comments/Additional InformationLecture 15Seminar 5Demonstration 5Practical Classes and Workshops 20Guided Independent study 155

Total 200 (NB: 1 credit = 10 hours or learning; 10 credits = 100 hours, etc.)

Category Element Component Name Component Weighting

Comments include links to learning objectives

Written exam

E Total = 100%T Total = 100%

Coursework C1C2

PortfolioPresentation

75%25%

Total = 100%Practical P Total = 100%

Updated by:Perran Hobson

Date:19/08/19

Approved by: HE Operations

Date:19/08/19

Recommended Texts and Sources:Amresh A et al, 2010, Unreal Game Development, Natick, A K PetersBateman, C (2006) Game Writing: Narrative Skills for Videogames Charles River MediaBusby J et al, 2009, Mastering Unreal Technology, Volume II: Advanced Level Design Concepts with Unreal Engine 3, USA, SamsCreighton R, 2010, Unity 3D Game Development by Example Beginner's Guide, Birmingham, Packt PublishingDille, F And Platten, J (2006) The Ultimate Guide to Video Game Writing and Design Lone EagleElsevier Kugh, K (2006) Interface Oriented Design Pragmatic BookshelfGalitz, W (2006) The Essential Guide to User Interface Design WileyFranson, D (2004) The Dark Side of Game Texturing Course Technology PTRGauthier, J. (2001) Interactive Digital 3D Actors Morgan Kaufmann PublishersJones, A, (2000) 3D Studio MAX Professional Animation New Riders PublishingKerlow, I. V. (1995) The Art of 3D Computer Animation and Imaging John WileySheldon, L (2004) Character Development and Storytelling for Games Course Technology PTRSteed, P (2002) Animating Real-Time Game Characters Charles River Media

SECTION A: DEFINITIVE MODULE RECORD . Proposed changes must be submitted via Faculty Quality Procedures for approval and issue of new module code.

MODULE CODE: CORC2057 MODULE TITLE: Subject Specialism Project

CREDITS: 20 FHEQ Level: 5 HECOS CODE: 101268, 101020, 101019

PRE-REQUISITES: None CO-REQUISITES: None COMPENSATABLE: Y

SHORT MODULE DESCRIPTOR: (Max 425 characters)An opportunity for learners to identify a particular area of study, develop a proposal and set specific objectives for investigation. They will apply research skills to the identification and selection of materials and resources, present their results and review and evaluate their work considering the professional context of the work.

ELEMENTS OF ASSESSMENT: [Use HESA KIS definitions]WRITTEN EXAMINATION COURSEWORK PRACTICAL

E1 (Examination) C1 (Coursework) 100% P1 (Practical) E2 (Clinical Examination)

A1 (Generic Assessment)

T1 (Test)

SUBJECT ASSESSMENT PANEL Group to which module should be linked: Camborne

Professional body minimum pass mark requirement: N/A

MODULE AIMS: This module aims to enable learners to develop their knowledge and understanding of a

chosen aspect of creative media production and their skills in researching and presenting an individual investigation.

ASSESSED LEARNING OUTCOMES: (Additional guidance below)At the end of the module the learner will be expected to be able to: Present and justify planned proposals for investigations into games design production. Research and select appropriate material for investigations into games design production. Present results of investigations into games design production... Reflect on own performance and learning.

DATE OF APPROVAL: 01 May 2012 FACULTY/OFFICE: Academic PartnershipsDATE OF IMPLEMENTATION: 01 Sept 2012 SCHOOL/PARTNER: Cornwall CollegeDATE(S) OF APPROVED CHANGE: TERM/SEMESTER: All Year

Additional notes (For office use only):

SECTION B: DETAILS OF TEACHING, LEARNING AND ASSESSMENTItems in this section must be considered annually and amended as appropriate, in conjunction with the Module Review Process. Some parts of this page may be used in the KIS return and published on the extranet as a guide for prospective students. Further details for current students should be provided in module guidance notes.

ACADEMIC YEAR: 2019-20 NATIONAL COST CENTRE: 121

MODULE LEADER: Stephen Howard OTHER MODULE STAFF: None

SUMMARY of MODULE CONTENT:Proposal, Justify, Research, Select materials, Investigation, Present, Performance, Learning, Recommendations.

SUMMARY OF TEACHING AND LEARNING: [Use HESA KIS definitions]Scheduled Activities Hours Comments/Additional InformationSeminar 5Tutorial 30Practical Classes and Workshops 10Guided Independent study 155

Total 200 (NB: 1 credit = 10 hours or learning; 10 credits = 100 hours, etc.)

Category Element

Component Name Component Weighting

Comments include links to learning objectives

Written exam

E Total = 100%T Total = 100%

Coursework C1C2

Digital workPortfolio

50%50%

Total = 100%Practical P Total = 100%

Updated by:Perran Hobson

Date:19/08/19

Approved by:HE Operations

Date:19/08/19

Recommended Texts and Sources:Murdock K, 2012, 3ds Max 2010 Bible, Indianapolis, John Wiley & SonsAutodesk, 2009, Learning Autodesk 3ds Max 2010 Foundation for Games, Oxford, Focal PressAdobe Creative Team, 2010, Adobe Flash Catalyst CS5 Classroom in a Book, Indianapolis, AdobeBergman, R and Moore, T. 2000. Managing Interactive Video/multimedia Projects. Prentice HallChristiansen M, 2008, Adobe After Effects CS4 Visual Effects and Compositing Studio Techniques, Berkeley, PeachpitDayley L & Dayley B, 2010, Photoshop CS5 Bible, Indianapolis, Wiley Publishing Inc.Draper P, 2008, Deconstructing the Elements with 3ds Max: Create natural fire, earth, air and water without plug-ins (Autodesk Media and Entertainment Techniques), Oxford, Focal PressFlor M & Mongeon B, 2010, Digital Sculpting with Mudbox: Essential Tools and Techniques for Artists, Oxford, Focal PressGahan A, 2008, 3ds Max Modeling for Games: Insider's Guide to Game Character, Vehicle, and Environment Modeling, Oxford, Focal PressLeete M et al, 2010, Flash Professional CS5 and Flash Catalyst CS5 For Dummies, Hobeken, Wiley Publishing IncPerkins T, 2010, Flash Professional CS5 Bible, Indianapolis, John Wiley & Sons

SECTION A: DEFINITIVE MODULE RECORD . Proposed changes must be submitted via Faculty Quality Procedures for approval and issue of new module code.

MODULE CODE: CORC2060 MODULE TITLE: 3D Cut Sequence Design and Digital Audio for Games

CREDITS: 20 FHEQ Level: 5 HECOS CODE: 101268, 101020, 101019

PRE-REQUISITES: None CO-REQUISITES: None COMPENSATABLE: None

SHORT MODULE DESCRIPTOR: (Max 425 characters)In this module learners will gain knowledge and understanding of how cut scenes (cinematics) are created and used within games. Learners will design and produce appropriate original sounds for their cut scenes and develop their digital editing skills.

ELEMENTS OF ASSESSMENT: [Use HESA KIS definitions]WRITTEN EXAMINATION COURSEWORK PRACTICAL

E1 (Examination) C1 (Coursework) 100% P1 (Practical) E2 (Clinical Examination)

A1 (Generic Assessment)

T1 (Test)

SUBJECT ASSESSMENT PANEL Group to which module should be linked: Camborne

Professional body minimum pass mark requirement: N/A

MODULE AIMS: The module aims to develop learners’ understanding of, and skills in 3D animation to the

standard required to work in the computer games industry.

ASSESSED LEARNING OUTCOMES: (Additional guidance below)At the end of the module the learner will be expected to be able to: Understand theory and applications of 3D animation. Create 3D animations to a given specification. Reflect upon own animation work. Understand theory and methods of sound design and production for computer games. Understand the use of sound and music in computer games.

DATE OF APPROVAL: 01 May 2012 FACULTY/OFFICE: Academic PartnershipsDATE OF IMPLEMENTATION: 01 Sept 2012 SCHOOL/PARTNER: Cornwall CollegeDATE(S) OF APPROVED CHANGE: TERM/SEMESTER: All Year

Additional notes (For office use only):

SECTION B: DETAILS OF TEACHING, LEARNING AND ASSESSMENT

Items in this section must be considered annually and amended as appropriate, in conjunction with the Module Review Process. Some parts of this page may be used in the KIS return and published on the extranet as a guide for prospective students. Further details for current students should be provided in module guidance notes.

ACADEMIC YEAR: 2019-20 NATIONAL COST CENTRE: 121

MODULE LEADER: Stephen Howard OTHER MODULE STAFF:

SUMMARY of MODULE CONTENT:Displaying 3D polygon animations, Geometric theory, Mesh construction, 3D development software, Constraints, Applications of 3D, Stimulus, Specification, Ideas, Legal and ethical considerations, Plan, Software interface, Animation, Animation techniques, Animation process, Virtual cinema, Finished product, Production skills.

SUMMARY OF TEACHING AND LEARNING: [Use HESA KIS definitions]Scheduled Activities Hours Comments/Additional InformationLecture 15Seminar 5Demonstration 5Practical Classes and Workshops 20Guided Independent study 155

Total 200 (NB: 1 credit = 10 hours or learning; 10 credits = 100 hours, etc.)

Category Element

Component Name Component Weighting

Comments include links to learning objectives

Written exam

E Total = 100%T Total = 100%

Coursework C1C2

PortfolioPresentation

75%25%

Total = 100%Practical P Total = 100%

Updated by:Perran Hobson

Date:19/08/19

Approved by: HE Operations

Date:19/08/19

Recommended Texts and Sources:Borwick J, 1996, Sound Recording Practice Fourth Edition, Oxford, Oxford University PressDraper P, 2008, Deconstructing the Elements with 3ds Max: Create natural fire, earth, air and water without plug-ins (Autodesk Media and Entertainment Techniques), Oxford, Focal PressGauthier, J. (2001) Interactive Digital 3D Actors Morgan Kaufmann PublishersHuber and Runstein, 2005, Modern Recording Techniques,Oxford, Focal PressKerlow, I. V. (1995) The Art of 3D Computer Animation and Imaging John WileyKermanikian A, 2010, Introducing Mudbox, Indianapolis, Wiley PublishingKuhlo M & Eggert E, 2010, Architectural Rendering with 3ds Max and V-Ray: Photorealistic Visualization, Oxford, Focal pressLanning K et al, 2009, d'artiste: Character Modeling 3 (D'Artiste), Mylor (SA), Ballistic PublishingJones, A, (2000) 3D Studio MAX Professional Animation New Riders PublishingMaclean F, 2011, Setting the Scene: The Art & Evolution of Animation Layout, San Francisco, Chronicle Books

O’Conner J, 2010, Mastering mental ray: Rendering Techniques for 3D and CAD Professionals, Indianapolis , Wiley PublishingRoberts S, 2007, Character Animation: 2D Skills for Better 3D (Focal Press Visual Effects and Animation), Oxford, Focal PressRose J. 2002. Audio Post Production for Digital Video. R & DSonnenschein D (Editor). 2001. Sound Design: The Expressive Power of Music, Voice and Sound Effects in Cinema. Michael Wiese ProductionsVan der Steen J & Boardman T, 2009, Rendering with mental ray and 3ds Max, Second Edition (Autodesk Media and Entertainment Techniques),Oxford Focal PressWade D, 2012, d'artiste Character Modeling 4 (D'Artiste), Mylor (SA), Ballistic PublishingYewdall D. 2003. Practical Art of Motion Picture Sound, Oxford, Focal Press3dTotal, 2010, Digital Painting Techniques: Masters Collection Volume 2, Worcester, 3D Total Publishing

SECTION A: DEFINITIVE MODULE RECORD . Proposed changes must be submitted via Faculty Quality Procedures for approval and issue of new module code.

MODULE CODE: CORC2061 MODULE TITLE: 3D Character Animation and Motion Capture for Computer Games

CREDITS: 20 FHEQ Level: 5 HECOS CODE: 101268, 101020, 101019

PRE-REQUISITES: None CO-REQUISITES: None COMPENSATABLE: Y

SHORT MODULE DESCRIPTOR: (Max 425 characters)3D animators are responsible for the portrayal of movement and behaviour. 3D character animation is a specific skill that requires a good level of understanding and technical knowledge of anatomy and animation. Students will experiment with motion capture skills and techniques. Learners should have the ability to develop, produce and reflect upon their own work, giving them the professional skills needed in the games industry.

ELEMENTS OF ASSESSMENT: [Use HESA KIS definitions]WRITTEN EXAMINATION COURSEWORK PRACTICAL

E1 (Examination) C1 (Coursework) 100% P1 (Practical) E2 (Clinical Examination)

A1 (Generic Assessment)

T1 (Test)

SUBJECT ASSESSMENT PANEL Group to which module should be linked: Camborne

Professional body minimum pass mark requirement: N/A

MODULE AIMS: The module aims to develop learners’ understanding of, and skills in character animation for

computer games to the standard required to work in the computer games industry.

ASSESSED LEARNING OUTCOMES: (Additional guidance below)At the end of the module the learner will be expected to be able to: Understand the characteristics and anatomy of human and animal forms. Plan 3D animated characters for computer games. Create 3D animated characters for computer games. Reflect on own 3D character animation work.

DATE OF APPROVAL: 01 May 2012 FACULTY/OFFICE: Academic PartnershipsDATE OF IMPLEMENTATION: 01 Sept 2012 SCHOOL/PARTNER: Cornwall CollegeDATE(S) OF APPROVED CHANGE: TERM/SEMESTER: All Year

Additional notes (For office use only):

SECTION B: DETAILS OF TEACHING, LEARNING AND ASSESSMENTItems in this section must be considered annually and amended as appropriate, in conjunction with the Module Review Process. Some parts of this page may be used in the KIS return and published on the extranet as a guide for prospective students. Further details for current students should be provided in module guidance notes.

ACADEMIC YEAR: 2019-20 NATIONAL COST CENTRE: 121

MODULE LEADER: Stephen Howard OTHER MODULE STAFF: None

SUMMARY of MODULE CONTENT:Characteristics, Anatomy, Plan, Develop ideas, Pre-production, Characters, Techniques, Technical considerations, Production, Post-production, Finished animation, Skills.

SUMMARY OF TEACHING AND LEARNING: [Use HESA KIS definitions]Scheduled Activities Hours Comments/Additional InformationLecture 15Demonstration 10Practical Classes and Workshops 20Guided Independent study 155

Total 200 (NB: 1 credit = 10 hours or learning; 10 credits = 100 hours, etc.)

Category Element Component Name Component Weighting

Comments include links to learning objectives

Written exam

E Total = 100%T Total = 100%

Coursework C1C2

PortfolioPresentation

75%25%

Total = 100%Practical P Total = 100%

Updated by:Perran Hobson

Date:19/08/19

Approved by: HE Operations

Date:19/08/19

Recommended Texts and Sources:Draper P, 2008, Deconstructing the Elements with 3ds Max: Create natural fire, earth, air and water without plug-ins (Autodesk Media and Entertainment Techniques), Oxford, Focal PressGauthier, J. (2001) Interactive Digital 3D Actors Morgan Kaufmann PublishersKerlow, I. V. (1995) The Art of 3D Computer Animation and Imaging John WileyKermanikian A, 2010, Introducing Mudbox, Indianapolis, Wiley PublishingKuhlo M & Eggert E, 2010, Architectural Rendering with 3ds Max and V-Ray: Photorealistic Visualization, Oxford, Focal pressLanning K et al, 2009, d'artiste: Character Modeling 3 (D'Artiste), Mylor (SA), Ballistic PublishingJones, A, (2000) 3D Studio MAX Professional Animation New Riders PublishingMaclean F, 2011, Setting the Scene: The Art & Evolution of Animation Layout, San Francisco, Chronicle BooksO’Conner J, 2010, Mastering mental ray: Rendering Techniques for 3D and CAD Professionals, Indianapolis , Wiley PublishingRoberts S, 2007, Character Animation: 2D Skills for Better 3D (Focal Press Visual Effects and Animation), Oxford, Focal PressVan der Steen J & Boardman T, 2009, Rendering with mental ray and 3ds Max, Second Edition (Autodesk Media and Entertainment Techniques),Oxford Focal PressWade D, 2012, d'artiste Character Modeling 4 (D'Artiste), Mylor (SA), Ballistic Publishing3dTotal, 2010, Digital Painting Techniques: Masters Collection Volume 2, Worcester, 3D Total Publishing

SECTION A: DEFINITIVE MODULE RECORD . Proposed changes must be submitted via Faculty Quality Procedures for approval and issue of new module code.

MODULE CODE: CORC2062 MODULE TITLE: Level Design and Production for Computer Games

CREDITS: 20 FHEQ Level: 5 HECOS CODE: 101268, 101020, 101019

PRE-REQUISITES: None CO-REQUISITES: None COMPENSATABLE: Y

SHORT MODULE DESCRIPTOR: (Max 425 characters)

ELEMENTS OF ASSESSMENT: [Use HESA KIS definitions]WRITTEN EXAMINATION COURSEWORK PRACTICAL

E1 (Examination) C1 (Coursework) 100% P1 (Practical)E2 (Clinical Examination)

A1 (Generic Assessment)

T1 (Test)

SUBJECT ASSESSMENT PANEL Group to which module should be linked: Camborne

Professional body minimum pass mark requirement: N/A

MODULE AIMS: The module aims to teach learners how to use 3D game engine technology to design

interactive spaces for computer games to the standard required by the computer games industry.

ASSESSED LEARNING OUTCOMES: (Additional guidance below)At the end of the module the learner will be expected to be able to: Plan level design projects around the technical constraints of target platforms. Produce gameplay functionality within the space of 3D computer game level environments. Understand how to design game levels in narrative and aesthetic contexts. Assemble 3D computer game levels.

DATE OF APPROVAL: 01 May 2012 FACULTY/OFFICE: Academic PartnershipsDATE OF IMPLEMENTATION: 01 Sept 2012 SCHOOL/PARTNER: Cornwall CollegeDATE(S) OF APPROVED CHANGE: TERM/SEMESTER: All Year

Additional notes (For office use only):

SECTION B: DETAILS OF TEACHING, LEARNING AND ASSESSMENTItems in this section must be considered annually and amended as appropriate, in conjunction with the Module Review Process. Some parts of this page may be used in the KIS return and published on the extranet as a guide for prospective students. Further details for current students should be provided in module guidance notes.

ACADEMIC YEAR: 2019-20 NATIONAL COST CENTRE: 121

MODULE LEADER: Stephen Howard OTHER MODULE STAFF: None

SUMMARY of MODULE CONTENT:Project plan, Technology, Target platform, Gameplay, Functionality, Narrative contexts, Aesthetic contexts, Lighting, Materials, Imported assets.

SUMMARY OF TEACHING AND LEARNING: [Use HESA KIS definitions]Scheduled Activities Hours Comments/Additional InformationLecture 15Demonstration 10Practical Classes and Workshops 20Guided Independent study 155

Total 200 (NB: 1 credit = 10 hours or learning; 10 credits = 100 hours, etc.)

Category Element

Component Name Component Weighting

Comments include links to learning objectives

Written exam

E Total = 100%

T Total = 100%

Coursework C1C2

PortfolioPresentation

75%25%

Total = 100%

Practical P Total = 100%

Updated by:Perran Hobson

Date:19/08/19

Approved by: HE Operations

Date:19/08/19

Recommended Texts and Sources:Amresh A et al, 2010, Unreal Game Development, Natick, A K PetersBateman, C (2006) Game Writing: Narrative Skills for Videogames Charles River MediaBusby J et al, 2009, Mastering Unreal Technology, Volume II: Advanced Level Design Concepts with Unreal Engine 3, USA, SamsCreighton R, 2010, Unity 3D Game Development by Example Beginner's Guide, Birmingham, Packt PublishingDille, F And Platten, J (2006) The Ultimate Guide to Video Game Writing and Design Lone EagleElsevier Kugh, K (2006) Interface Oriented Design Pragmatic BookshelfGalitz, W (2006) The Essential Guide to User Interface Design WileyFranson, D (2004) The Dark Side of Game Texturing Course Technology PTRGauthier, J. (2001) Interactive Digital 3D Actors Morgan Kaufmann PublishersJones, A, (2000) 3D Studio MAX Professional Animation New Riders PublishingKerlow, I. V. (1995) The Art of 3D Computer Animation and Imaging John WileySheldon, L (2004) Character Development and Storytelling for Games Course Technology PTRSteed, P (2002) Animating Real-Time Game Characters Charles River Media

SECTION A: DEFINITIVE MODULE RECORD . Proposed changes must be submitted via Faculty Quality Procedures for approval and issue of new module code.

MODULE CODE: CORC2064 MODULE TITLE: Professional Practice

CREDITS: 20 FHEQ Level: 5 HECOS CODE: 101268, 101020, 101019

PRE-REQUISITES: None CO-REQUISITES: None COMPENSATABLE: Y

SHORT MODULE DESCRIPTOR: (Max 425 characters)This unit provides an opportunity for students to investigate their career options, consider how that translates into professional practice for their own work and how to present themselves professionally at interviews. It also incorporates management of their work and time, consideration of copyright licensing laws and how to create and organise show reels and portfolios for employment.

ELEMENTS OF ASSESSMENT: [Use HESA KIS definitions]WRITTEN EXAMINATION COURSEWORK PRACTICAL

E1 (Examination) C1 (Coursework) 100% P1 (Practical) E2 (Clinical Examination)

A1 (Generic Assessment)

T1 (Test)

SUBJECT ASSESSMENT PANEL Group to which module should be linked: Camborne

Professional body minimum pass mark requirement: N/A

MODULE AIMS: The module aims to develop learners’ skills and understanding of business practice related to

art and design, as they prepare for the transition from study to employment or freelance work.

ASSESSED LEARNING OUTCOMES: (Additional guidance below)At the end of the module the learner will be expected to be able to: Understand the process of production and delivery when following a strict design pipeline

within their work practice Understand the role of management in creative media production. Produce art and design outcomes for a creative media industry based project. Reflectively evaluate their contribution to creative media practice.

DATE OF APPROVAL: 01 May 2012 FACULTY/OFFICE: Academic PartnershipsDATE OF IMPLEMENTATION: 01 Sept 2012 SCHOOL/PARTNER: Cornwall CollegeDATE(S) OF APPROVED CHANGE: TERM/SEMESTER: All Year

Additional notes (For office use only):

SECTION B: DETAILS OF TEACHING, LEARNING AND ASSESSMENTItems in this section must be considered annually and amended as appropriate, in conjunction with the Module Review Process. Some parts of this page may be used in the KIS return and published on the extranet as a guide for prospective students. Further details for current students should be provided in module guidance notes.

ACADEMIC YEAR: 2019-20 NATIONAL COST CENTRE: 133

MODULE LEADER: Stephen Howard OTHER MODULE STAFF: None

SUMMARY of MODULE CONTENT:Professional practice, Intellectual property, Costing, Resource planning, Produce outcome, Design Pipeline, Time Management, Portfolio production, Show reel production

SUMMARY OF TEACHING AND LEARNING: [Use HESA KIS definitions]Scheduled Activities Hours Comments/Additional InformationLecture 15Demonstration 10Practical Classes and Workshops 20Guided Independent study 155

Total 200 (NB: 1 credit = 10 hours or learning; 10 credits = 100 hours, etc.)

Category Element

Component Name Component Weighting

Comments include links to learning objectives

Written exam

E Total = 100%

T Total = 100%

CourseworkC1C2

PortfolioPresentation

75%25%

Total = 100%

Practical P Total = 100%

Updated by:Perran Hobson

Date:19/08/19

Approved by: HE Operations

Date:19/08/19

Recommended Texts and Sources:Carter B, 2004, The Game Asset Pipeline, Independence, Charles River MediaChandler H, 2008, The Game Production Handbook, Second Edition, Sudbury, Jones & Bartlett PublishersCottrell, S, 1993, The Study Skills Handbook, New York, Palgrave MacmillanCottrell, S, 2003, Skills for Success: The Personal Development Planning Handbook Guide, New York, Palgrave MacmillanCovey, S, 2004, 7 Habits of Highly Successful People, London, Simon & Schuster LtdDrucker, P, 1999, Innovation and Entrepreneurship, Oxford, A Butterworth-Heinemann Title"Routledge, C. & Carmichael, J, 2007, Personal Development and Management Skills.Basic and Key Skills Diagnosis, London, Chartered Institute of Personnel and Development"

SECTION A: DEFINITIVE MODULE RECORD . Proposed changes must be submitted via Faculty Quality Procedures for approval and issue of new module code.

MODULE CODE: CORC2065 MODULE TITLE: Games Design and Development Project

CREDITS: 20 FHEQ Level: 5 HECOS CODE: 101268, 101020, 101019

PRE-REQUISITES: None CO-REQUISITES: None COMPENSATABLE: Y

SHORT MODULE DESCRIPTOR: (Max 425 characters)An opportunity for learners to develop skills in decision making, problem solving and communication, integrated with the skills and knowledge developed in other areas of the course. It requires learners to select, plan, implement and evaluate a project and present the outcomes.

ELEMENTS OF ASSESSMENT: [Use HESA KIS definitions]WRITTEN EXAMINATION COURSEWORK PRACTICAL

E1 (Examination) C1 (Coursework) 100% P1 (Practical) E2 (Clinical Examination)

A1 (Generic Assessment)

T1 (Test)

SUBJECT ASSESSMENT PANEL Group to which module should be linked: Camborne

Professional body minimum pass mark requirement: N/A

MODULE AIMS: This module aims to develop learners’ skills of independent enquiry by undertaking a

sustained investigation of direct relevance to their vocational, academic and professional development.

ASSESSED LEARNING OUTCOMES: (Additional guidance below)At the end of the module the learner will be expected to be able to: Formulate a project. Implement the project within agreed procedures and to specification. Evaluate the project outcomes. Present the project outcomes.

DATE OF APPROVAL: 01 May 2012 FACULTY/OFFICE: Academic PartnershipsDATE OF IMPLEMENTATION: 01 Sept 2012 SCHOOL/PARTNER: Cornwall CollegeDATE(S) OF APPROVED CHANGE: TERM/SEMESTER: All Year

Additional notes (For office use only):

SECTION B: DETAILS OF TEACHING, LEARNING AND ASSESSMENTItems in this section must be considered annually and amended as appropriate, in conjunction with the Module Review Process. Some parts of this page may be used in the KIS return and published on the extranet as a guide for prospective students. Further details for current students should be provided in module guidance notes.

ACADEMIC YEAR: 2019-20 NATIONAL COST CENTRE: 133

MODULE LEADER: Stephen Howard OTHER MODULE STAFF: None

SUMMARY of MODULE CONTENT:Game development, Construct 2, presentations, produce outcome, design pipeline, time management.

SUMMARY OF TEACHING AND LEARNING: [Use HESA KIS definitions]Scheduled Activities Hours Comments/Additional InformationLecture 15Demonstration 10Practical Classes and Workshops 20Guided Independent study 155

Total 200 (NB: 1 credit = 10 hours or learning; 10 credits = 100 hours, etc.)

Category Element

Component Name Component Weighting

Comments include links to learning objectives

Written exam

E Total = 100%T Total = 100%

CourseworkC1C2

PortfolioPresentation

75%25%

Total = 100%Practical P Total = 100%

Updated by:Perran Hobson

Date:19/08/19

Approved by: HE Operations

Date:19/08/19

Recommended Texts and Sources:Amresh A et al, 2010, Unreal Game Development, Natick, A K PetersBergman, R and Moore, T. 2000. Managing Interactive Video/multimedia Projects. Prentice HallBlackman S, 2011, Beginning 3D Game Development with Unity: All-in-one, multi-platform game development, New York, ApressBelbin, R. 1995. Team Roles at Work. Butterworth-HeinemannCreighton R, 2010, Unity 3D Game Development by Example Beginner's Guide, Birmingham, Packet PublishingHaywood, M. 1998. Managing Virtual Teams. Artech HouseKremers R. 2009, Level Design: Concept, Theory, and Practice, Natick MA ,AK PetersSchell J. 2008, The Art of Game Design: A book of lenses, Burlington MA, Morgan KaufmannSpuy R, 2009, Foundation Game Design with Flash (Foundations), Friends of Education