ELEMENTS OF ASSESSMENT Practical COURSEWORK E1 (formally 50. % 50 % scheduled) SUBJECT ASSESSMENT PANEL Group to which module should be linked: Game Design and Production Professional body minimum pass mark requirement: N/A MODULE AIMS: This Module aims to develop an understanding of the commercial nature of games and to provide learners with the knowledge of techniques used to drive and deliver hard and virtual products in the gaming society. To assess the immersive and psychological impact of sounds in video games. To understand rules of movement and physics and their application in animation. To develop technical skills in the use of industry standard sound engineering / creation software. Use 3D software to develop rigging and animating skills. ASSESSED LEARNING OUTCOMES: (additional guidance below) At the end of the module the learner will be expected to be able to: LO1 Propose immersive sounds and methods of creation. LO2 Plan and propose a system of movement for animated game components. LO3 Create sounds for a video game. LO4 Create animations for a video game. DATE OF APPROVAL: 19-03-14 FACULTY/OFFICE: Academic Partnerships September DATE OF IMPLEMENTATION: SCHOOL/PARTNER: City College Plymouth 2014 DATE(S) OF APPROVED TERM: Spring CHANGE: Additional notes (for office use only): SECTION B: DETAILS OF TEACHING, LEARNING AND ASSESSMENT Items in this section must e 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: 2016/17 NATIONAL COST CENTRE: 121 MODULE LEADER: OTHER MODULE STAFF:
ELEMENTS OF ASSESSMENT Practical COURSEWORK E1 (formally scheduled) 50. % 50 % SUBJECT ASSESSMENT PANEL Group to which module should be linked: Game Design and Production Professional body minimum pass mark requirement: N/A MODULE AIMS: This Module aims to develop an understanding of the commercial nature of games and to provide learners with the knowledge of techniques used to drive and deliver hard and virtual products in the gaming society. To assess the immersive and psychological impact of sounds in video games. To understand rules of movement and physics and their application in animation. To develop technical skills in the use of industry standard sound engineering / creation software. Use 3D software to develop rigging and animating skills. ASSESSED LEARNING OUTCOMES: (additional guidance below) At the end of the module the learner will be expected to be able to: LO1 Propose immersive sounds and methods of creation. LO2 Plan and propose a system of movement for animated game components. LO3 Create sounds for a video game. LO4 Create animations for a video game. DATE OF APPROVAL: 19-03-14 FACULTY/OFFICE: Academic Partnerships DATE OF IMPLEMENTATION: September 2014 SCHOOL/PARTNER: City College Plymouth DATE(S) OF APPROVED CHANGE: TERM: Spring Additional notes (for office use only): SECTION B: DETAILS OF TEACHING, LEARNING AND ASSESSMENT Items in this section must e 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: 2016/17 NATIONAL COST CENTRE: 121 MODULE LEADER: OTHER MODULE STAFF:
FdA-Game-Design-and-Production-PQH-17-18.docx