Academic Partnerships Template Plymouth University Academic Partnerships Cornwall College Camborne Programme Quality Handbook for HNC/D Games Design for Industry 2014 – 15 Academic Partnerships Teaching, Learning and Assessment Handbook 2014-15 Page 1 of 38 Academic Partnerships Template Contents 1. Welcome and Introduction to Games Design for Industry........................................................................ 3 2. Programme Specification ........................................................................................................................... 4 3. Module Records ....................................................................................................................................... 27 Academic Partnerships Teaching, Learning and Assessment Handbook 2014-15 Page 2 of 38 1. Welcome and Introduction to Games Design for Industry. Welcome to the HNC/D Games Design for Industry. The HNC/D Games Design for Industry course has been developed in order to meet the requirements of one of the fastest growing, dynamic and entrepreneurial sectors in the creative industries. This is a skills based course that provides the practical expertise needed for jobs in Games Design, whether you want to be an animator, modeller or developer. This challenging programme focuses on developing your core artistic and technical skills to enable you to create and build your own games for a variety of platforms. The course was developed from input from leading industry professionals to ensure that your experience is relevant and realistic and incorporates all the latest techniques and skills with a slant towards the creation of game content and assets. Our innovative curriculum encourages creativity, giving you the expertise to succeed in a fast paced industry by maximising both employability and entrepreneurial skills as it is designed to give you a comprehensive understanding of the techniques and skills needed by the games industry. Communications between the games /animation industry and this course are extremely important and developments in the industry and knowledge gained by staff in their own practice are passed down to the students to inform theirs. This course is at the cutting edge of games design. From the outset, through formal lectures, practical workshops, master-classes and industry based assignments; you will be encouraged to explore the numerous aspects of digital gaming within a combined creative and technical framework. You will gain an understanding of the broad areas of games development, Ludology, concept artwork, 3D modelling and animation, level design, history, contextual and social issues, together with an overview of the more technical and creative aspects of the games design pipeline. Practical skills form the basis of the course as well as problem solving - with a strong focus on 3D modelling and animation, concept work, 2D animation and drawing. This HNC/D concentrates mainly on the production of art related assets for computer games, whilst developing professional skills in level design, concept development, project management and entrepreneurship. You will learn traditional core skills alongside industry standard practice in modelling, texturing and animation. This will be encouraged by the use of real time engines to demonstrate your work within a gaming context. As in industry, you'll use your skills collaboratively as you will create game content in teams as well as individually. You will be encouraged to work creatively and professionally to design and communicate concepts through visuals, prototypes, 3D/2D game assets, documentation and presentations. Work related experience is also a very important part of the study programme and students are expected to be involved in competitions and live briefs. From the start you will work on real-world tasks and create real products in order to establish a strong portfolio, web presence and show reel to take you into future employment. At its core the HNC/D Games Design for Industry is a vision of undergraduate education that offers you a sustained and consistent emphasis on your identity as a learner and a media practitioner through the seamless integration of professional development with student learning. Academic Partnerships Teaching, Learning and Assessment Handbook 2014-15 Page 3 of 38 Academic Partnerships Template The course has been designed with advice from local, regional and national employers and practitioners in the broad fields of media production. The subsequent development of the course has been guided by two key drivers The need for innovative delivery of higher education within a vocational context Industry sector skills gaps: presentation, networking skills, negotiating skills needed for client and contract management and developing business networks and partnerships, selling skills/marketing and PR which are a particular challenge for micro businesses and practitioners. These key drivers have been answered in their broadest sense by the innovative content of the curriculum and the form of learning that focuses on the professional identity of the individual student. The expectation of the development of working production companies will ensure that students are engaging with peers and external agencies throughout the whole course. This interaction will take place at points which are appropriate for you and your professional practice. The teaching and learning schedule and assessment plan enables students to be proactive in their learning and stresses presentation and negotiation skills. This programme has been designed to equip you with the skills and knowledge base required to work in your chosen specialism or other graduate opportunities. It is also a platform from which you can undertake additional vocational and academic qualifications. This Programme Quality handbook contains important information including: The approved programme specification Module records Note: the information in this handbook should be read in conjunction with the current edition of the College Student handbook available at (college to add link) which contains student support based information on issues such as finance and studying at HE along with the University’s Student Handbook https://www1.plymouth.ac.uk/studenthandbook and your Teaching, Learning and Assessment Handbook available on your programme virtual learning environment. 2. Programme Specification On the following pages you will find the specification for your programme; this provides a detailed overview of the programme as a whole. It explains what you will learn and how you will be assessed throughout the two stages of your HNC or HND. The Programme Learning Outcomes Map specifies the knowledge and skills you will develop at each stage of your HNC or HND. PROGRAMME SPECIFICATION Awarding Institution: Teaching Institution: Accrediting Body: Final Award: Intermediate Awards: Programme Title: UCAS Code: Benchmarks: Date of Approval: University of Plymouth Cornwall College N/A HND Games Design for Industry HNC Games Design for Industry HND Games Design for Industry HND 026I Informed by QAA and relevant FHEQ subject benchmark(s) in Art and Design. May 2012 Academic Partnerships Teaching, Learning and Assessment Handbook 2014-15 Page 4 of 38 Academic Partnerships Template Admissions Criteria: Qualification(s) required for entry to the HND Comments Candidates must have at Level 2: Key Skills requirement/Higher Level Diploma Level 2 Communication and/or GCSEs required at Grade C and above Normally 4 x GCSEs, to include an Arts subject and English Plus at least one of the following Level 3 qualifications: A Levels required: Advanced Level Diploma BTEC National Certificate/Diploma HNC VDA: AGNVQ, AVCE, AVS Access to HE or Year 0 provision International Baccalaureate Irish/Scottish Highers/Advanced Highers Work Experience Other non-standard awards or experiences APEL/APCL possibilities Interview/portfolio requirements Independent Safeguarding Agency (ISA) / Criminal Record Bureau (CRB) clearance required Minimum of 1 relevant subject (media studies, IT, photography, art, graphic design) to a minimum of 120 UCAS points Media Pass in Media Production, Graphic Design or IT Pass in any relevant media/ IT based subject Advanced in Media In creative or IT subject 24 points required 1 Pass in an Media or Design based subject Mature students without formal qualifications will be considered by portfolio of relevant production work Experience in media production, accompanied by portfolio of recent work This must be applied for before the start of the programme. Please refer to University of Plymouth Academic regulations www.plymouth.ac.uk Students are expected to attend an interview where possible. Interviewees should bring a portfolio of their work – Eportfolios are acceptable for students unable to attend personally. Not initially. However it may be required for some workbased learning placements. Brief Description of the Programme: The HND Games Design for Industry will enable students to develop the breadth and range of skills required to work within the games development industry in terms of both practical, creative and theoretical understanding of a fast changing field. The games industry is one of the UK's largest exporters and our intention is to equip students with up to date skills for this market. Academic Partnerships Teaching, Learning and Assessment Handbook 2014-15 Page 5 of 38 Academic Partnerships Template Aims of the Programme: The Programme aims to: 1. Provide an educational foundation for a variety of technical, creative and managerial careers in the computer games design and development industry 2. Provide an educational foundation for progression to a higher level course within games design or related subject area 3. Develop the skills, knowledge and understanding that will enable learners to make an immediate contribution in employment within the computer games design and development industry 4. Develop the skills, knowledge and understanding as required for careers in computer games design and development 5. Develop the skills and personal qualities necessary for success in professional life within the computer games design and development industry Programme Intended Learning Outcomes: By the end of this programme the student will be able to: 1. Demonstrate skills in computer games design and development 2. Effectively communicate using written and oral presentation 3. Exercise responsible scholarship 4. Determine how to locate relevant information; sort, analyse and utilise that information 5. Work in teams and appreciate the importance of peer contribution within computer games design and development Distinctive Features of the HND Students are encouraged to recognise themselves as working practitioners in small scale production companies. The flexibility within the curriculum enables students to develop a highly individualised professional identity. Academic Partnerships Teaching, Learning and Assessment Handbook 2014-15 Page 6 of 38 Academic Partnerships Template Teaching methods and assessments A: Development of Knowledge and Understanding By the end of the programme the student will be able to demonstrate knowledge and understanding of: The major theories of the discipline(s) and an awareness of a variety of ideas, contexts and frameworks. The wider social and environmental implications of area(s) of study and is able to debate issues in relation to more general ethical perspectives. The reciprocal relationship between creative output and the wider socio/cultural matrix. The responsibilities of the practitioner. A preparedness to experiment. NB: Benchmark References 4.2, 4.3, 4.4.1, 4.4.4, 4.4.5 Learning and Teaching Strategy/Method B: Cognitive and Intellectual Skills Learning and Teaching Strategy/Method By the end of the programme the student will be able to: Critique rival theories and frameworks. Analyse and synthesise. Intelligently apply appropriate principles in assessing policy or practice. Demonstrate problem solving and research skills. Take appropriate risks and be able to evaluate the outcomes of experimentation. Develop an appreciation between medium and message. Primary Skills workshops Tutorial/seminar discussions Feedback via coursework assessment process (essays etc) NB: Benchmark References 3.5, 3.11, 4.2, 4.3 Assessment Essays/projects/dissertations Coursework/ groupwork on practical application questions Portfolio Final production pieces Primary Lectures and tutorials Skills workshops Directed independent study Learning from work experience Secondary Case studies Problem-solving exercises Assessment Key knowledge and understanding is assessed via a combination of essays, presentations, and seminar performances. Secondary For example: Policy and practice analysis in portfolios and tutorials Academic Partnerships Teaching, Learning and Assessment Handbook 2014-15 Page 7 of 38 Academic Partnerships Template C: Key Transferable Skills Learning and Teaching Strategy/Method By the end of the programme the student will be able to: Interact effectively within a team / learning group. Manage learning using resources for the discipline. Communicate effectively in a manner appropriate to the discipline (in standard English oral, written, using ICT). Take responsibility for own learning with minimum direction. Manage information with the ability to select appropriate data from a range of sources and develop appropriate research strategies Primary Library and other research exercises Group work awareness and practice Computer-based learning and assessment NB: Benchmark References 3.8, 4.4.1, 4.4.4 Assessment Coursework of all types Production portfolios Assessed discussions Group work assessments D: Employment Related Skills By the end of the programme the student will be able to: Recognise strengths and areas for improvement Present ideas confidently to a variety of audiences Work to deadlines Learning and Teaching Strategy/Method E: Practical Skills By the end of the programme the student will be able to: Demonstrate a high level of discipline specific skills Present ideas appropriate to the context and audience Work effectively in groups Learning and Teaching Strategy/Method NB: Benchmark References 5.4.2, 4.4.3, 4.4.4, 3.8 Assessment Project work Competence in a range of communication techniques Secondary Class and seminar interactions and feedback Projects Designated tasks Lectures and tutorials Learning from work Academic Partnerships Teaching, Learning and Assessment Handbook 2014-15 Page 8 of 38 Learning Outcomes Maps for HND Games Design for Industry at HE Levels 4 and 5 Academic Partnerships Teaching, Learning and Assessment Handbook 2014-15 Page 9 of 38 Academic Partnerships Template Academic Partnerships Teaching, Learning and Assessment Handbook 2014-15 Page 10 of 38 Academic Partnerships Template Academic Partnerships Teaching, Learning and Assessment Handbook 2014-15 Page 11 of 38 Academic Partnerships Template Academic Partnerships Teaching, Learning and Assessment Handbook 2014-15 Page 12 of 38 Academic Partnerships Template CORC2056 Academic Partnerships Teaching, Learning and Assessment Handbook 2014-15 Page 13 of 38 Academic Partnerships Template CORC2056 Academic Partnerships Teaching, Learning and Assessment Handbook 2014-15 Page 14 of 38 Academic Partnerships Template CORC2056 Academic Partnerships Teaching, Learning and Assessment Handbook 2014-15 Page 15 of 38 Academic Partnerships Template CORC2056 CORC2056 Academic Partnerships Teaching, Learning and Assessment Handbook 2014-15 Page 16 of 38 PROGRAMME SPECIFICATION Awarding Institution: Teaching Institution: Accrediting Body: Final Award: Intermediate Awards: Programme Title: UCAS Code: Benchmarks: University of Plymouth Cornwall College N/A HNC Games Design for Industry N/A HNC Games Design for Industry HNC 02PI Informed by QAA and relevant FHEQ subject benchmark(s) in Art and Design. Date of Approval: May 2012 Admissions Criteria: Qualification(s) required for entry to the HND Comments Candidates must have at Level 2: Key Skills requirement/Higher Level Diploma Level 2 Communication and/or GCSEs required at Grade C and above Normally 4 x GCSEs, to include an Arts subject and English Plus at least one of the following Level 3 qualifications: A Levels required: Advanced Level Diploma BTEC National Certificate/Diploma HNC VDA: AGNVQ, AVCE, AVS Access to HE or Year 0 provision International Baccalaureate Irish/Scottish Highers/Advanced Highers Work Experience Other non-standard awards or experiences APEL/APCL possibilities Interview/portfolio requirements Independent Safeguarding Agency (ISA) / Criminal Record Bureau (CRB) clearance required Minimum of 1 relevant subject (media studies, IT, photography, art, graphic design) to a minimum of 120 UCAS points Media Pass in Media Production, Graphic Design or IT Pass in any relevant media/ IT based subject Advanced in Media In creative or IT subject 24 points required 1 Pass in an Media or Design based subject Mature students without formal qualifications will be considered by portfolio of relevant production work Experience in media production, accompanied by portfolio of recent work This must be applied for before the start of the programme. Please refer to University of Plymouth Academic regulations www.plymouth.ac.uk Students are expected to attend an interview where possible. Interviewees should bring a portfolio of their work – Eportfolios are acceptable for students unable to attend personally. Not initially. However it may be required for some workbased learning placements. Academic Partnerships Teaching, Learning and Assessment Handbook 2014-15 Page 17 of 38 Academic Partnerships Template Brief Description of the Programme: The HNC Games Design for Industry will enable students to develop the breadth and range of skills required to work within the games development industry in terms of both practical, creative and theoretical understanding of a fast changing field through engagement in level 4 learning. The games industry is one of the UK's largest exporters and our intention is to equip students with up to date skills for this market. Successful completion on the HNC will enable progression to the HND in Games Design for Industry. Aims of the Programme: The Programme aims to: 1. Enables learners to develop the skills required for a variety of technical, creative and managerial careers in the computer games design and development industry 1. 2.Provide an educational foundation for progression to a level 5 course within games design or related subject area 2. 3.Encourage the development of the skills, knowledge and understanding that will enable learners to make a contribution in employment within the computer games design and development industry 3. 4.Develop the skills and personal qualities necessary for success in professional life within the computer games design and development industry Programme Intended Learning Outcomes: By the end of this programme the student will be able to: 1. 1.Develop skills in computer games design and development 2. Satisfactorily communicate using written and oral presentation 3. 3.Exercise responsible scholarship 4. 4.Determine how to locate relevant information; sort, analyse and utilise that information 5. 5.Work in teams and appreciate the importance of peer contribution within computer games design and development Distinctive Features of the HNC Provides underpinning knowledge required for future study at level 5 within a vocationally relevant context Students are encouraged to recognise themselves as working practitioners in small scale production companies. The flexibility within the curriculum enables students to develop a highly individualised professional identity. Academic Partnerships Teaching, Learning and Assessment Handbook 2014-15 Page 18 of 38 Academic Partnerships Template Teaching Methods and Assessments A: Development of Knowledge and Understanding By the end of the programme the student will be able to demonstrate knowledge and understanding of: The major theories of the discipline(s) and an awareness of a variety of ideas, contexts and frameworks. The wider social and environmental implications of area(s) of study and is able to debate issues in relation to more general ethical perspectives. The reciprocal relationship between creative output and the wider socio/cultural matrix. The responsibilities of the practitioner. A preparedness to experiment. NB: Benchmark References 4.2, 4.3, 4.4.1, 4.4.4, 4.4.5 Learning and Teaching Strategy/Method B: Cognitive and Intellectual Skills Learning and Teaching Strategy/Method By the end of the programme the student will be able to: Critique rival theories and frameworks. Analyse and synthesise. Intelligently apply appropriate principles in assessing policy or practice. Demonstrate problem solving and research skills. Take appropriate risks and be able to evaluate the outcomes of experimentation. Develop an appreciation between medium and message. Primary Skills workshops Tutorial/seminar discussions Feedback via coursework assessment process (essays etc) NB: Benchmark References 3.5, 3.11, 4.2, 4.3 Assessment Essays/projects/dissertations Coursework/ groupwork on practical application questions Portfolio Final production pieces C: Key Transferable Skills By the end of the programme the student will be able to: Interact effectively within a team / learning group. Manage learning using resources for the discipline. Communicate effectively in a manner appropriate to the discipline (in standard English oral, written, using ICT). Learning and Teaching Strategy/Method Primary Library and other research exercises Group work awareness and practice Computer-based learning and assessment Primary Lectures and tutorials Skills workshops Directed independent study Learning from work experience Secondary Case studies Problem-solving exercises Assessment Key knowledge and understanding is assessed via a combination of essays, presentations, and seminar performances. Secondary For example: Policy and practice analysis in portfolios and tutorials Secondary Academic Partnerships Teaching, Learning and Assessment Handbook 2014-15 Page 19 of 38 Academic Partnerships Template Take responsibility for own learning with minimum direction. Manage information with the ability to select appropriate data from a range of sources and develop appropriate research strategies NB: Benchmark References 3.8, 4.4.1, 4.4.4 D: Employment Related Skills By the end of the programme the student will be able to: Recognise strengths and areas for improvement Present ideas confidently to a variety of audiences Work to deadlines Locate opportunities for practice Work effectively in groups Demonstrate the application of knowledge to varying contexts Learning and Teaching Strategy/Method E: Practical Skills By the end of the programme the student will be able to: Demonstrate a high level of discipline specific skills Present ideas appropriate to the context and audience Work effectively in groups Learning and Teaching Strategy/Method NB: Benchmark References 5.4.2, 4.4.3, 4.4.4, 3.8 Assessment Project work Competence in a range of communication techniques Class and seminar interactions and feedback Assessment Coursework of all types Production portfolios Assessed discussions Group work assessments Projects Designated tasks Lectures and tutorials Learning from work Academic Partnerships Teaching, Learning and Assessment Handbook 2014-15 Page 20 of 38 Academic Partnerships Teaching, Learning and Assessment Handbook 2014-15 Page 21 of 38 Academic Partnerships Template Academic Partnerships Teaching, Learning and Assessment Handbook 2014-15 Page 22 of 38 Academic Partnerships Template Academic Partnerships Teaching, Learning and Assessment Handbook 2014-15 Page 23 of 38 Academic Partnerships Template Academic Partnerships Teaching, Learning and Assessment Handbook 2014-15 Page 24 of 38 Programme Structure Diagrams College: Cornwall College Year: 2014/2015 PU Course Code: 4540 Programme: HND Games Design for Industry Mode of Attendance: Full Time Total Credits: 240 Stage 1 Module Code CORC1072 CORC1073 CORC1074 CORC1076 CORC1077 CORC1078 Module Title Computer Games Studies and Research Pre Production Design and Computer Game Concept Art 2D Digital Graphics and Texturing for Computer Games 3D Modelling and Animation for Computer Games Animation Principles 3D Computer Games Engines and Asset Creation No. of Credits 20 Core / Optional Core 20 Core 20 Core 20 20 Core Core 20 Core No. of Credits 20 20 Core / Optional Core Core 20 Core 20 Core 20 20 Core Core Stage 2 Module Code CORC2056 CORC2057 CORC2060 CORC2061 CORC2062 CORC2064 Module Title Games Design and Development Project Subject Specialism Project 3D Cut Sequence Design and Digital Audio for Games 3D Character Animation and Motion Capture for Computer Games Level Design and Production for Computer Games Professional Practice Academic Partnerships Teaching, Learning and Assessment Handbook 2014-15 Page 25 of 38 Academic Partnerships Template College: Cornwall College Year: 2014/2015 PU Course Code: 4539 Programme: HNC Games Design for Industry Mode of Attendance: Full Time Total Credits: 120 Stage 1 Module Code CORC1072 CORC1073 CORC1074 CORC1076 CORC1077 CORC1078 Module Title Computer Games Studies and Research Pre-Production Design and Computer Game Concept Art 2D Digital Graphics and Texturing for Computer Games 3D Modelling and Animation for Computer Games Animation Principles 3D Computer Games Engines and Asset Creation No. of Credits 20 Core / Optional Core 20 Core 20 Core 20 Core 20 20 Core Core Academic Partnerships Teaching, Learning and Assessment Handbook 2014-15 Page 26 of 38 Academic Partnerships Template 3. Module Records Academic Partnerships Teaching, Learning and Assessment Handbook 2014-15 Page 27 of 38 Academic Partnerships Template Academic Partnerships Teaching, Learning and Assessment Handbook 2014-15 Page 28 of 38 Academic Partnerships Template Academic Partnerships Teaching, Learning and Assessment Handbook 2014-15 Page 29 of 38 Academic Partnerships Template Academic Partnerships Teaching, Learning and Assessment Handbook 2014-15 Page 30 of 38 Academic Partnerships Template Academic Partnerships Teaching, Learning and Assessment Handbook 2014-15 Page 31 of 38 Academic Partnerships Template Academic Partnerships Teaching, Learning and Assessment Handbook 2014-15 Page 32 of 38 Academic Partnerships Template Academic Partnerships Teaching, Learning and Assessment Handbook 2014-15 Page 33 of 38 Academic Partnerships Template Academic Partnerships Teaching, Learning and Assessment Handbook 2014-15 Page 34 of 38 Academic Partnerships Template Academic Partnerships Teaching, Learning and Assessment Handbook 2014-15 Page 35 of 38 Academic Partnerships Template Academic Partnerships Teaching, Learning and Assessment Handbook 2014-15 Page 36 of 38 Academic Partnerships Template Academic Partnerships Teaching, Learning and Assessment Handbook 2014-15 Page 37 of 38 Academic Partnerships Template Academic Partnerships Teaching, Learning and Assessment Handbook 2014-15 Page 38 of 38