Module Details

The information contained in this module specification was correct at the time of publication but may be subject to change, either during the session because of unforeseen circumstances, or following review of the module at the end of the session. Queries about the module should be directed to the member of staff with responsibility for the module.
Title SPATIAL DESIGN IN GAMES
Code SOTA104
Coordinator Mr T Owens
Music
Thomas.Owens@liverpool.ac.uk
Year CATS Level Semester CATS Value
Session 2022-23 Level 4 FHEQ Second Semester 15

Aims

To introduce students to the tools used in spatial design for games, including graphic and modeling software and game engines. To gain a critical awareness of how virtual space is used and controlled in various types of existing games. To foster creativity and innovation in spatial design.


Learning Outcomes

(LO1) Describe the basic principles that underlie the design of space in video games.

(LO2) Use graphics and 3D modeling software at a basic level of proficiency.

(LO3) Critically analyse the use of space in existing games.

(LO4) Express spatial design ideas verbally and graphically.

(S1) Critical thinking.

(S2) Comprehension.

(S3) Creativity and adaptability.

(S4) Time and project management; organization skills.

(S5) Communication (oral, written, visual).

(S6) Writing.

(S7) IT/technical skills.


Syllabus

 

Topics covered in this module include: Effective use of 2D space. Techniques for 2D asset creation. Structuring experience in 3D space. Basic 3D level design and asset creation in Blender. Basic asset implementation in game authoring software .


Teaching and Learning Strategies

Teaching Method 1 - Seminar
Description: Seminars are an interactive space for the presentation of new content as well as practical exercises.
Attendance Recorded: Yes
Notes: Students will practice using design software via short formative exercises in the unscheduled directed hours.
Unscheduled Directed Student Hours (time spent away from the timetabled sessions but directed by the teaching staff): 24

Teaching Method 2 - Workshop
Description: Workshops allow for supervised work time and focused tuition.
Attendance Recorded: No
Notes: Workshops will begin in Week 2.


Teaching Schedule

  Lectures Seminars Tutorials Lab Practicals Fieldwork Placement Other TOTAL
Study Hours   24

      24

11

59
Timetable (if known)   120 mins X 1 totaling 24
 
      60 mins X 1 totaling 11
 
 
Private Study 91
TOTAL HOURS 150

Assessment

EXAM Duration Timing
(Semester)
% of
final
mark
Resit/resubmission
opportunity
Penalty for late
submission
Notes
             
CONTINUOUS Duration Timing
(Semester)
% of
final
mark
Resit/resubmission
opportunity
Penalty for late
submission
Notes
Students will provide a walkthrough (design and gameplay view) with narration of a designed an interactive space in a game engine. There is a resit opportunity. Standard UoL penalty applies for l    70       
An analysis of the treatment of space in an existing game. There is a resit opportunity. Standard UoL penalty applies for late submission. This is an anonymous assessment. Assessment Schedule     30       

Recommended Texts

Reading lists are managed at readinglists.liverpool.ac.uk. Click here to access the reading lists for this module.