Games Design BDes (Hons) Undergraduate Programme By Ulster University |TopUniversities

Programme overview

Degree

BDes

Study Level

Undergraduate

Study Mode

On Campus

The aims of the programme are to provide students with specialist knowledge and experience in designing, testing and developing gameplay experiences through the use of industry standard tools and practices associated with computer game design. The course also provides an environment to fully explore opportunities for collaboration, allowing students to realise theoretically and critically informed game designs, locating their work in contemporary commercial and cultural contexts. The aims of the course are to: Expose students to a professional set of tools, methods, processes and knowledge related to computer games design and production in support of the development and enhancement of their own creative, academic and game design skills. Develop practical, professional and transferable skills to contribute for their chosen profession or to pursue further study. Enable students to acquire a high degree of knowledge, understanding and experience in game design disciplines and studio development. Simulate game studio experiences that enhance skills in teamwork, through a number of group projects. Enable students to pursue a high level of intellectual enquiry, independence and critical awareness through academic conventions and creative practice of game design. Offer the opportunity to work on live projects, industry generated initiative and competitions, in order to gain essential work based learning experience and develop the transferable skills essential to succeed in the creative and cultural industries. Enable students to acquire experiences, technical skills and knowledge appropriate to the professional contexts of game design disciplines. Structure and Content The structure and content of the BDes Games Design during full time study are designed to maximise the acquisition of a creative and technical skill set across a 3 year period. Each module has a heavy emphasis on practice based content and outcome, with written components focussing on reflective reports and primary research into industry standards. There is also a firm focus on collaboration and team development, with two 40 credit points modules during the second year providing the opportunity for students to work on group projects. The final 80 credit points module will provide the opportunity to incorporate the skills acquired into an original project that reflects each individual student's professional interests and ambitions. Year 1 (Level 4) is focussed on the fundamentals of game design, research and the acquisition of skills focussed on the development of game prototypes. The 20 credit points Game Design module in semester one builds core game design theory along with key planning techniques for game development. Technical implementation skills are then developed in the first semester Gameplay Scripting module with a focus on visual scripting and computer logic through the use of a contemporary game engine. The second semester Game Prototyping Module, will enable students to develop a game prototype through the use of a contemporary game engine, build up knowledge, understanding and skills in games testing methodologies, testing analysis and an iterative approach to game prototyping. Semester one will also develop student's, analytical skills and awareness of past and contemporary issues found within the games industry. The Introduction to Asset Development for Games module focuses on the technical and creative process involved in the creation of various art assets for game prototypes. Year 2 (Level 5) will also broaden the scope within the nuances of game design roles, the core game design skills from semester one will help lay a foundation for exploring different roles associated to game design through User Interface Design module and a choice between the Level Design and Game Art Portfolio modules found in semester 1 and 2. This will allow students to start to diversify and build skills in new areas, in which they may choose to focus on during the two group projects found in Year 2. The first group project will be through the development of 4 different small games or applications in the Extended and Experimental Game Development module. Students will also have access to VR and AR equipment allowing them to explore the new creative avenues that these technologies possess. In the second semester students will participate in another group project through the development of a narrative driven game, in the ‘Launch Title’ module, student will be introduced to storytelling theory and narrative techniques used in games. The ‘Launch Title’ module will also focus on a large scale, multi-disciplinary group project where students develop a game with a team made up from multiple disciplines. This will help simulate and give students insight into their specific role within a game studio. This will introduce students to the professional and team skills that are required to work within groups. Students will also learn game production skills ensuring that scope and timescales are adhered to in larger projects. Year 3 (Level 6) allows students to focus in an area of their choice. A large proportion of the year will be through the Major Project module, where students can create a piece of work of their own design. This 70 credit points module spans two semesters allowing students the time to explore and develop their skills in a specific area of game design whilst developing a significant body of work that will form a core part of their portfolio. During year 3, students will also develop their research, analysis and understanding of issues surrounding the games industry through the completion of a dissertation. Best business practices, PR, marking and funding opportunities will be explored along with the development of an original IP in the Game Studio Development module.

Programme overview

Degree

BDes

Study Level

Undergraduate

Study Mode

On Campus

The aims of the programme are to provide students with specialist knowledge and experience in designing, testing and developing gameplay experiences through the use of industry standard tools and practices associated with computer game design. The course also provides an environment to fully explore opportunities for collaboration, allowing students to realise theoretically and critically informed game designs, locating their work in contemporary commercial and cultural contexts. The aims of the course are to: Expose students to a professional set of tools, methods, processes and knowledge related to computer games design and production in support of the development and enhancement of their own creative, academic and game design skills. Develop practical, professional and transferable skills to contribute for their chosen profession or to pursue further study. Enable students to acquire a high degree of knowledge, understanding and experience in game design disciplines and studio development. Simulate game studio experiences that enhance skills in teamwork, through a number of group projects. Enable students to pursue a high level of intellectual enquiry, independence and critical awareness through academic conventions and creative practice of game design. Offer the opportunity to work on live projects, industry generated initiative and competitions, in order to gain essential work based learning experience and develop the transferable skills essential to succeed in the creative and cultural industries. Enable students to acquire experiences, technical skills and knowledge appropriate to the professional contexts of game design disciplines. Structure and Content The structure and content of the BDes Games Design during full time study are designed to maximise the acquisition of a creative and technical skill set across a 3 year period. Each module has a heavy emphasis on practice based content and outcome, with written components focussing on reflective reports and primary research into industry standards. There is also a firm focus on collaboration and team development, with two 40 credit points modules during the second year providing the opportunity for students to work on group projects. The final 80 credit points module will provide the opportunity to incorporate the skills acquired into an original project that reflects each individual student's professional interests and ambitions. Year 1 (Level 4) is focussed on the fundamentals of game design, research and the acquisition of skills focussed on the development of game prototypes. The 20 credit points Game Design module in semester one builds core game design theory along with key planning techniques for game development. Technical implementation skills are then developed in the first semester Gameplay Scripting module with a focus on visual scripting and computer logic through the use of a contemporary game engine. The second semester Game Prototyping Module, will enable students to develop a game prototype through the use of a contemporary game engine, build up knowledge, understanding and skills in games testing methodologies, testing analysis and an iterative approach to game prototyping. Semester one will also develop student's, analytical skills and awareness of past and contemporary issues found within the games industry. The Introduction to Asset Development for Games module focuses on the technical and creative process involved in the creation of various art assets for game prototypes. Year 2 (Level 5) will also broaden the scope within the nuances of game design roles, the core game design skills from semester one will help lay a foundation for exploring different roles associated to game design through User Interface Design module and a choice between the Level Design and Game Art Portfolio modules found in semester 1 and 2. This will allow students to start to diversify and build skills in new areas, in which they may choose to focus on during the two group projects found in Year 2. The first group project will be through the development of 4 different small games or applications in the Extended and Experimental Game Development module. Students will also have access to VR and AR equipment allowing them to explore the new creative avenues that these technologies possess. In the second semester students will participate in another group project through the development of a narrative driven game, in the ‘Launch Title’ module, student will be introduced to storytelling theory and narrative techniques used in games. The ‘Launch Title’ module will also focus on a large scale, multi-disciplinary group project where students develop a game with a team made up from multiple disciplines. This will help simulate and give students insight into their specific role within a game studio. This will introduce students to the professional and team skills that are required to work within groups. Students will also learn game production skills ensuring that scope and timescales are adhered to in larger projects. Year 3 (Level 6) allows students to focus in an area of their choice. A large proportion of the year will be through the Major Project module, where students can create a piece of work of their own design. This 70 credit points module spans two semesters allowing students the time to explore and develop their skills in a specific area of game design whilst developing a significant body of work that will form a core part of their portfolio. During year 3, students will also develop their research, analysis and understanding of issues surrounding the games industry through the completion of a dissertation. Best business practices, PR, marking and funding opportunities will be explored along with the development of an original IP in the Game Studio Development module.

Admission Requirements

We recognise a range of qualifications for admission to our courses. In addition to the specific entry conditions for this course you must also meet the University’s General Entrance Requirements. The entry conditions below apply to applicants presenting qualifications from Northern Ireland, the Republic of Ireland or Great Britain.

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