Bachelor of Design (Hons) Creative Media |
MODULE INFORMATION BOOKLET |
UPDATED SEPTEMBER 2024 |
DST 61104/ GAMES DEVELOPMENT |
School | The Design School (TDS) |
Faculty | School of Architecture Building & Design (SABD) |
Address | Taylor's University (Lakeside Campus) |
Telephone | +603 56295000 |
Note: Please read and retain this Module Information Booklet for reference throughout the semester | |
^
MODULE DETAILS AND CONTACTS |
DST 61104 / GAMES DEVELOPMENT |
Credit Hours | 4 Credits | ||||
Classification | Core | ||||
Module Duration | 14 Weeks | ||||
Pre Requisite | None. | ||||
Delivery Mode | Lec 14 hr | Tut 42 hr | Prac 28 hr | Oth 76 hr | |
160 hr of Total Guided Independent Learning | |||||
Facilitator | Module Coordinator | Module Co-Coordinator |
Name | Razif Mohamed
| |
Telephone | +612 3330367 |
Class Guide and Courtesy | ||
1 | As courtesy to both facilitator and students, please refrain from using your mobile phone or set it to silent mode when class is in session. | |
2 | Attendance is compulsory. Any student who arrives late after the first half-hour of class will be considered as absent. | |
3 | Absence from class requires a legitimate medical certificate or consent letter from parent or guardian with supportive documents. | |
4 | A minimum of 80% attendance is required to pass the module and/or be eligible for the final examination and/or presentation. |
Module Coordinator Razif Mohamed Date: 11/09/2024 | Steam Coordinator BDes (Hons) in Creative Media Kamal Bahrin Sudin Date: 13/9/2024 | Programme Director Noranis Ismail Date: 13 Sept 2024 |
^
MODULE DESCRIPTION |
Module Synopsis | This module aims to introduce students to the language, principles and skills required for designing for the games industry. Students will learn how to critically analyse users' needs and define user experience through systematic research principles after which students will apply their research to a new Games Design or Prototype. The purpose of the module is to give students a basic understanding of the principles of Games Design ability to create a game in a 2D environment. This is then reflected in the design principles applied to the design of the interactive elements within 3D gaming environments. | |
Refer to SOI (MQA Outline) | ||
Module Learning Outcome (MLO) | The objectives of the module are translated into a number of Module Learning Outcomes (MLO), mapped to Programme Learning Outcomes (PLO) and Taylor’s Graduate Capabilities (TGC). | |
MLO | PLO | TGC | ||
MLO: Module Learning Outcome PLO: Programme Learning Outcome | 1.1 Conceptual and Cognitive Competencies – Demonstrate and apply knowledge of design principles, technical processes, tools, and software. | 1 | 3 | |
TGC: Taylors Graduate Capabilities | 6.1 Critical Thinking Competencies – Use creative thinking skills and methodologies to explore, generate and test a wide range of conceptual ideas | 2 | 4 | |
2.2 Technical and Digital Media Competencies – Generate and communicate design concepts and solutions through manual or digital skills effectively and skillfully. | 3 | 7 | ||
7.1 Appraising and Valuing Competencies – Use information and communication technology to reflect on individual performances for self-improvements. | 7 | 4 | ||
Refer to LO-PLO-TGC table attached |
Types of Assessments and Feedback | The grading will be in the form of Continuous and Final assessments. Continuous assessment involves evaluation of progress in exercises / projects / assignments / critiques and the accurate/appropriate feedback in oral / written form. Final assessment will indicate the level of knowledge and performance capabilities achieved at the end of the module. |
Assessments Hurdle | Applicable for ALL modules in The Design School, except theory modules in BIA. A student who attempts but fails the Final Assessment will result in failing the module irrespective of the overall marks earned, even though the student has achieved 50% or more in the overall assessment. The student will not be eligible for resubmission. |
Taylor’s Graduate Capabilities Portfolio (TGCP) | The Taylor’s Graduate Capabilities Portfolio is a document that collates all assessments produced in a module and reflects a student’s acquisition of the Module Learning Outcomes and Taylor’s Graduate Capabilities. Each student is to develop an e-portfolio (a web-based portfolio) in the form of a personal academic blog. The TDS student portfolio is developed progressively for all modules taken throughout Semesters 1–5. |
Assessments Plan | Type | MLO | Weight | |||
Continuous Assessment | 60% | |||||
Task 1: Game Design Document | Continuous | 1 | 20 | |||
Task 2: Art Asset Development | Continuous | 2 | 20 | |||
Task 3: Game Prototype | Continuous | 3 | 20 | |||
Final Project & Portfolio | Final | 4 | 40 | |||
Total | 100% | |||||
Reading List Module Content Outline |
Additional references supporting the module
| |||||
Week | Topics and Sub-Topics | Delivery Methods | ||||
Sept 23 | W1 | Introduction to Module: Games Development
Elements of Game Design
| Lecture / Tutorial / Discussion / Critiques | |||
Sept 30 | W2 | Generating Game Ideas
| Lecture / Tutorial / Discussion / Critiques | |||
Oct 7 | W3 | Games Design Document
| Lecture / Tutorial / Discussion / Critiques | |||
Oct 14 | W4 | Introduction to Game Visuals
| Lecture / Tutorial / Discussion / Critiques | |||
Oct 21 | W5 | Building the Game Prototype
| Lecture / Tutorial / Discussion | |||
Oct 28 | W6 | Player Interactions
| Lecture / Tutorial / Discussion | |||
Nov 4 | W7 | Game Loop
Task 2 discussions Task 2 Milestone: Art Asset Development Submission at the end of the week | Lecture / Tutorial / Discussion | |||
Nov 11 | Independent Learning Week | |||||
Nov 18 | W8 | Visual Integration
| Lecture / Tutorial / Discussion | |||
Nov 25 | W9 | Visual Cues/Feedback
| Lecture / Tutorial / Discussion | |||
Dec 2 | W10 | Game Audio
Task3 Milestone: Game Prototype Submission at the end of the week | Lecture / Tutorial / Discussion | |||
Dec 9 | W11 | Coding Boss Battle | Discussion / Critiques | |||
Dec 16 | W12 | Final project Consultation | Discussion / Critiques | |||
Dec 23 | W13 | Final project Consultation | Discussion / Critiques | |||
Dec 30 | W14 | Final project Submission | ||||
^
MODULE ASSIGNMENT BRIEFS | ||||||||||
Task 1: Game Design Document | 20% Group | |||||||||
Timeframe | Week 01 – Week 05 | |||||||||
Deadlines | There will be exercises or projects due each week so it will be critical to maintain the schedule, or you will fall behind quite quickly. | |||||||||
Description | Students are required to design and create their own 2D side scrolling/platformer game. The game design document serves as a blueprint for their game and will contain all the necessary information and visual references to develop the game. Sample GDD will be provided as a reference, but students are expected to research more on the matter to determine the necessary content items for their own GDD. | |||||||||
Requirements | To complete all exercises to demonstrate understanding of the technical knowledge required to develop a platformer game. | |||||||||
Submission |
| |||||||||
Learning Goals | 1 | Conceptual and Cognitive Competencies – Demonstrate and apply knowledge of design principles, technical processes, tools, and software. | ||||||||
Learning goals are more specific and aligned to the generic MLO | ||||||||||
Assessment Criteria | Marking Criteria & % Distribution | |||||||||
Game Design Document | 20 % | MLO 1 | MLO 2 | MLO 3 | MLO 4 | |||||
Deliver content with consideration of audience, purpose, and context surrounding the task, both orally and in written form as well as any other appropriate forms | 20 | ✔ | ||||||||
Task 2: Art Asset Development | 20% Group | |||||||
Timeframe | Week 05 – Week 07 | |||||||
Deadline | Week 07 | |||||||
Description | Students will be given the task to produce the art asset for their games. This includes characters, environment, items, props, obstacles, power ups and HUD design. | |||||||
Requirements | ||||||||
Submission |
| |||||||
Learning Goals | Critical Thinking Competencies – Use creative thinking skills and methodologies to explore, generate and test a wide range of conceptual ideas | |||||||
Assessment Criteria | Marking Criteria & % Distribution | |||||||
Task 2: Art Asset Development | 20 % | MLO 1 | MLO 2 | MLO 3 | MLO 4 | |||
Deliver content with consideration of audience, purpose, and context surrounding the task, both orally and in written form as well as any other appropriate forms | 20 | ✔ | ||||||
Task 3: Game Prototype | 20% Group | |||||||
Timeframe | Week 08 – Week 10 | |||||||
Deadline | Week 10 | |||||||
Description | Students given the task to create the prototype of their game. The prototype doesn’t need to have the final art asset, and the use of grey boxing is allowed. The focus here is to quickly test out the game mechanics and to troubleshoot any technical difficulties discovered during the development. The focus should be the MVP of your game. This includes:
| |||||||
Requirements | Students are required to build the prototype using Unity Game Development software. | |||||||
Submission |
| |||||||
Learning Goals | 1 | Technical and Digital Media Competencies – Generate and communicate design concepts and solutions through manual or digital skills effectively and skilfully. | ||||||
Assessment Criteria | Marking Criteria & % Distribution | |||||||
Task 3: Prototype | 20 % | MLO 1 | MLO 2 | MLO 3 | MLO 4 | |||
Execute solution to deliver value | 20 | ✔ | ||||||
Final Project & E-portfolio | 40% Individual | |||||||
Timeframe | Week 09 – Week 14 | |||||||
Deadline | Week 14 | |||||||
Description |
Students will integrate their art asset to their game development and produce a fully functional and playable game.
Students describe and reflect on their social competencies within the design studio context, supported by evidence. Reflect on how to empathize with others within group settings, interact positively within a team and foster stable and harmonious relationships for productive teamwork. The reflective writing is part of the TGCP. | |||||||
Requirements |
| |||||||
Learning Goals | 1 | Appraising and Valuing Competencies – Use information and communication technology to reflect on individual performances for self-improvements | ||||||
Assessment Criteria | Marking Criteria & % Distribution | |||||||
Final Project & E-portfolio | 40% | MLO 1 | MLO 2 | MLO 3 | MLO 4 | |||
Final project Execute solution to deliver value | 30 | ✔ | ||||||
E-portfolio - Analyse success and failure | 10 | ✔ | ||||||
^
GENERAL INFORMATION, RULES & REGULATIONS |
Programme Learning Outcome (PLO) | The Bachelor of Design (Honours) in Creative Media programme has as its objectives that graduates exemplify the following Programme Learning Outcomes (PLO) that will enable them to: |
Programme Learning Outcome (PLO) | MQA Domains | ||
1 | Identify and undertake research to acquire knowledge into specific design problems or issues using the appropriate design methodologies and to demonstrate analytical ability and critical awareness of professional practice in design related industries. | Knowledge | |
2 | Demonstrate the effective and creative use of software, technologies and digital media skills to communicate and produce design solutions at professional standards. | Practical Skills | |
3 | Display evidence of design thinking and problem solving skills applicable in pursuit of solutions to complex design problems and issues. | Thinking and scientific skills | |
4 | Communicate strategically, effectively and convincingly in a clean, clear and concise manner to the intended audience, using the appropriate or a variety of medias in a creative but coherent manner. | Communication skills | |
5 | Demonstrate awareness of social norms in demeanour and deed, through personal conduct and in-group settings, and through socially responsible design and communication. | Social skills, teamwork and responsibilities | |
6 | Display values of the highest principles in conduct, character and decision-making or through design or communication. | Value, ethics and professionalism | |
7 | Demonstrate ability to initiate and manage self-learning, evaluate progress, form judgments’ and exercise reflective practice leading to a lifetime of personal and professional development. | Information management and lifelong learning skills | |
8 | Identify design-based opportunities in business; formulate innovative strategies or solutions by leveraging on the design discipline. | Managerial and entrepreneurial skills | |
9 | Communicate, delegate and lead a team while managing expectations and resolving conflicts in an amicable and constructive manner to achieve a projects’ deliverables successfully. | Leadership skills | |
Taylor’s Graduate Capabilities (TGC) | The teaching and learning approach at Taylor’s University is focused on developing the Taylor’s Graduate Capabilities (TGC) in its students; capabilities that encompass the knowledge, cognitive capabilities and soft skills of its graduates. |
Taylor’s Graduate Capabilities (TGC) | ||
1 | Discipline Specific Knowledge | |
1.1 | Able to put theories into practice | |
1.2 | Understand ethical issues in the context of the field of study | |
1.3 | Understand professional practice within the field of study | |
2 | Lifelong Learning | |
2.1 | Learn Independently | |
2.2 | Locate, Extract, synthesize and utilize information effectively | |
2.3 | Be intellectual engaged | |
3 | Thinking and Problem Solving skills | |
3.1 | Think critically and creatively | |
3.2 | Define and analyze problems to arrive at effective solutions | |
4 | Communication Skills | |
4.1 | Communicate appropriately in various settings and modes | |
5 | Interpersonal Skills | |
5.1 | Understand team dynamics and mobilize the power of teams | |
5.2 | Understand and assume leadership | |
6 | Intrapersonal Skills | |
6.1 | Manage oneself and be self –reliant | |
6.2 | Reflection one’s action and learning | |
6.3 | Embody Taylor’s core values | |
7 | Citizenship and Global Perspectives | |
7.1 | Be aware of and form opinions from diverse perspectives | |
7.2 | Understand the value of civic responsibility and community engagement | |
8 | Digital Literacy | |
8.1 | Effective use of ICT and related technology |
Blended Learning Initiative | ||||||||||||||||
Online Lectures / Tutorials | Lecture Capture | Lecture Capture [Pre-recorded] | Online Quiz / Assessment | Online Discussion / Forum | Information Retrieval before Lecture and / or Tutorials | Blogs / Wikis | Video Production [Submission by Student] | Virtual Simulation and / or Gaming | Bring Your Own Device [BYOD] to classrooms | Plagiarism Checking | E-Portfolio | Online Consultation / Chat | Interactive Content / Exercises | FLIP classroom | Total Blended Learning Hours | Estimated % of Blended Learning |
7 | 00 | 00 | 00 | 21 | 14 | 14 | 14 | 00 | 28 | 00 | 30 | 00 | s00 | 7 | 119 | 74 |
Marks and Grading Scheme | You will be given tentative grades and necessary feedback for each submission. The grading scheme is shown below: | |||
Grade | Marks | Grade Point | Definition | Description |
A | 80 – 100 | 4.00 | Excellent | Evidence of some original thinking; demonstrated outstanding capacity to apply, analyse, synthesize and evaluate information; outstanding grasp of subject matter; evidence of outstanding command of relevant knowledge base. |
A - | 75 – 79 | 3.67 | Very Good | Evidence of some original thinking; demonstrated very good capacity to apply, analyse, synthesize and evaluate information; very good grasp of subject matter; and evidence of very good command of relevant knowledge base. |
B + | 70 – 74 | 3.33 | Good | Demonstrates good capacity to apply, analyse, synthesize and evaluate information, good grasp of subject matter, and evidence of good command of relevant knowledge base. |
B | 65 – 69 | 3.00 | ||
B - | 60 – 64 | 2.67 | Pass | Demonstrates adequate capacity to apply, analyse and synthesize information, adequate grasp of subject matter, and evidence of adequate command of relevant knowledge base. |
C + | 55 – 59 | 2.33 | ||
C | 50 – 54 | 2.00 | ||
D + | 47 – 49 | 1.67 | Marginal Fail | Demonstrates inadequate capacity to apply and analyse information, insufficient grasp of subject matter, and evidence of limited command of relevant knowledge base. |
D | 44 – 46 | 1.33 | ||
D - | 40 – 43 | 1.00 | ||
F | 0 – 39 | 0.00 | Fail | Demonstrates very weak capacity to apply and analyse information; very weak grasp of subject matter; very weak command of relevant knowledge base. |
WD | - | - | Withdrawn | Withdrawn from the module before census date, typically mid- semester. |
F(W) | 0 | 0.00 | Fail | Withdrawn from the module after census date, typically mid semester. |
IN | - | - | Incomplete | An interim notation given for a module where a student has not completed certain requirements with valid reason or it is not possible to finalise the grade by the published deadline. |
IP | - | - | In Progress | An interim notation used for a module which continued for more than one semester. An “IP” grade carries with it no credit or grade until a regular grade is assigned. |
P | - | - | Pass | Given for satisfactory completion of a non-graded module. Note: Non-graded module is module that is ‘graded’ with ‘pass’ or ‘fail’ without any grades such as Grade A, B, C or D |
AU | - | - | Audit | Given for a module where attendance is for information only without earning academic credit. |
Student Participation | Students must attend all the consultation sessions in class and constantly show individual progression until the deadline of any projects/assignments. Students will be assessed based on their performance throughout the semester. Therefore, regular attendance and active participation in class is expected. Class participation is an important component of every module. Failing to adhere to this will affect the final grade in this module. No major changes of proposal should be made after confirmation with the lecturer in-charge. Students will be considered not fulfilling the requirements of the module if the final product is not the same as stated in the proposal. Consultation with the lecturer in-charge is advised should the students face any conceptual or technical problems that the students might find difficult to solve by themselves. The academic team is always there to provide some helpful advice. |
Student – Centered Learning/lectures | The module uses the Student-Centred Learning (SCL) approach. Utilization of SCL embodies most of the principles known to improve learning and to encourage student’s participation. SCL requires students to be active, responsible participants in their own learning and instructors are to facilitate the learning process. Various teaching and learning strategies such as experiential learning, problem – based learning, site visits, group discussions, presentations, working in group and etc. can be employed to facilitate the learning process. |
Assignment Submission and Extensions | Assignments MUST be submitted on the given deadline, handed personally to the module lecturer or can be submitted before the deadline, with the module lecturer’s prior agreement. The school imposes a late submission penalty for work submitted late without a valid reason, e.g. a medical certificate. Any work submitted after the deadline (which may have been extended) shall have the percentage grade assigned to the work on face value reduced by 10% for the first day and 5% for each subsequent day late. A weekend counts as one (1) day. Absenteeism at intermediate or final presentation will result in zero mark for that presentation. Extensions can only be granted if a student can show adequate progress towards completion of the assessment and there are extenuating circumstances preventing them from delivering the assessment on the due date. In the case of a request of an extension due to medical circumstances, students must produce the original medical certificate. The lecturer will only give extensions for a total amount of time not exceeding the equivalent number of days the medical certificate considered valid. |
Plagiarism | Plagiarism is a breach of intellectual property; the act of using or copying someone else’s idea or work and trying to present it as one’s own. It is taking and using someone else’s work without proper attribution. Intellectual Property involves:
Issues of intellectual property extend beyond the written word. Bear in mind that the use of still images, moving images, audio or any other content which is not created by oneself, and which one does not have the appropriate permission to use, is a serious offence resulting in a FAIL grade in the module. Plagiarising the work of other students into assignments includes using identical or very similar sentences, paragraphs or sections. When two students submit papers that are very similar in tone and content, both are likely to be penalized |
Guide for Writing References | http://taylorslibrary.taylors.edu.my/user_skills/user_support_students - (Item E : Referencing) |
Using Internet Sources | The World Wide Web has become a popular source of information for students’ papers, and many questions have arisen about how to avoid plagiarizing these sources. In most cases, the same rules apply as for a printed source: when you refer to ideas or quote from a WWW site, you must cite that source. If you want to use visual information from a WWW site, many of the same rules apply. Copying visual information or graphics from a WWW site (or from a printed source) into a paper is very similar to quoting information, and the source of the visual information or graphic must be cited. These rules also apply to other uses of textual or visual information from WWW sites. |
# End. |
Page |