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Postgraduate Programme Specification

PgCert Introduction to Games Technologies

Academic Year 2023/24

A programme specification is required for any programme on which a student may be registered. All programmes of the University are subject to the University's Quality Assurance processes. All degrees are awarded by Queen's University Belfast.

Programme Title PgCert Introduction to Games Technologies Final Award
(exit route if applicable for Postgraduate Taught Programmes)
Postgraduate Certificate
Programme Code MDL-PC-GT UCAS Code HECoS Code 101268 - Computer games design - 100

ATAS Clearance Required

No

Health Check Required

No

Portfolio Required

--

Interview Required

--

Mode of Study Part Time
Type of Programme Postgraduate Length of Programme Part Time - 1 Academic Year
Total Credits for Programme 60
Exit Awards available No

Institute Information

Teaching Institution

Queen's University Belfast

School/Department

Arts, English and Languages

Quality Code
https://www.qaa.ac.uk/quality-code

Higher Education Credit Framework for England
https://www.qaa.ac.uk/quality-code/higher-education-credit-framework-for-england

Level 7

Subject Benchmark Statements
https://www.qaa.ac.uk/quality-code/subject-benchmark-statements

The Frameworks for Higher Education Qualifications of UK Degree-Awarding Bodies
https://www.qaa.ac.uk/docs/qaa/quality-code/qualifications-frameworks.pdf

Art and Design (2016)

Accreditations (PSRB)

No accreditations (PSRB) found.

Regulation Information

Does the Programme have any approved exemptions from the University General Regulations
(Please see General Regulations)

n/a

Programme Specific Regulations

The programme will be subject to the regulations presented in the Study Regulations for Postgraduate Taught Programmes. Students must pass all taught modules of the programme to be eligible for the award of a Postgraduate Certificate.

Students with protected characteristics

n/a

Are students subject to Fitness to Practise Regulations

(Please see General Regulations)

No

Educational Aims Of Programme

The Programme aims to:
- Provide students with core skills and critical approaches to current industry standard game development principles, techniques and workflows.

- Encourage students to problem solve and make informed creative decisions in the area of game-related applications.

- Provide a critical awareness of current industry practices.

- Provide students with appropriate skills and knowledge to work independently and with initiative.

- Allow students to work as part of a multidisciplinary team in an industry-like setting.

- Foster a stimulating and supportive learning environment which promotes intellectual, professional and personal development.

- Encourage and support advanced level practical, analytic and critical thinking skills.

Learning Outcomes

Learning Outcomes: Knowledge & Understanding

On the completion of this course successful students will be able to:

Employ relevant mathematical and physical concepts used in 3D applications.

Teaching/Learning Methods and Strategies

This will be conveyed through online teaching and through the undertaking of practical exercises.

Methods of Assessment

Quizzes delivered using Canvas. Students will be able to take multiple practice formative assessments to highlight areas for improvement as a randomised question bank generator is used for creating assessments.

Apply the basic principles, syntax and commands of programming languages. (Java/C# as preliminary languages here).

Teaching/Learning Methods and Strategies

This will be conveyed through online teaching and through the undertaking of practical exercises.

Methods of Assessment

This will be assessed in a variety of ways: A formative informal review by module co-ordinators will be carried out in laboratory sessions. Students will be encouraged to reflect on decisions made throughout development. Summative assessment will be in the form of peer review and final review by module co-ordinators.

Employ the Cartesian coordinate system to precisely describe 3D objects and understand the basic visualization principles for generating objects, environments, and perspective views in 3D environments.

Teaching/Learning Methods and Strategies

This will be conveyed through online teaching and through the undertaking of practical exercises.

Methods of Assessment

This will be assessed in a variety of ways: Formatively, informal review by module co-ordinators will be carried out in laboratory sessions. Students will have to describe their project development using the common language in 3D design. Summative assessment will be in the form of peer review and final review by module coordinators.

Utilise the essential principles, theories, practices, languages and tools that maybe deployed throughout the games technologies development process.

Teaching/Learning Methods and Strategies

This learning outcome will be addressed through online teaching strategies. The lecture portion of the online class, combined with class discussion and practical workshops will facilitate this. Students will be required to maintain a learning journal to document their journey through the development process.

Methods of Assessment

This will be assessed both formatively through informal review and self-reflection; and summatively through peer review and final review of projects and learning journals by module co-ordinators.

Learning Outcomes: Subject Specific

On the completion of this course successful students will be able to:

Demonstrate level appropriate skills in the use of industry standard games technology software.

Teaching/Learning Methods and Strategies

This will be delivered using online lectures, laboratory sessions and technical workshops from industry experts.

Methods of Assessment

Assessed from projects, demonstrations and peer review.

Research and interpret the product marketplace, technologies, and development methodologies.

Teaching/Learning Methods and Strategies

This will be initiated through the use of assigned readings, students will be encouraged to expand on their knowledge through independent research.

Methods of Assessment

Students will submit short presentations on assigned topics/areas of interest.

Evaluate design decisions to adhere to coding standards for real time applications.

Teaching/Learning Methods and Strategies

Guidance on coding standards will be provided in online lectures, laboratory sessions and technical workshops from industry experts. Students will be required to document design decisions and their justification in their learning journal.

Methods of Assessment

Code review by peers and module co-ordinators

Exemplify collaborative software development using version control software.

Teaching/Learning Methods and Strategies

Implemented in all project development across each module, with particular emphasis in group project in Studio 1.

Methods of Assessment

Review of codebase by module co-ordinators to determine adherence to good practice.

Create 3D assets including objects, characters, and environments by independently utilising 3D modelling and rendering skills with industrial standard software.

Teaching/Learning Methods and Strategies

Delivered using online lectures and laboratory sessions across each module.

Methods of Assessment

Assessed from demonstration (3 technical assignments) and projects (3 design projects) and module co-ordinator/peer review.

Utilise the basic functions of the 3D creation, coding, physics/collision, game control in a game engine to build a virtual experience.

Teaching/Learning Methods and Strategies

Implemented in laboratory sessions and project development across each module.

Methods of Assessment

Code review by peers and module co-ordinators/external panel.

Employ essential 3D visualising skills to deliver individual creativity and generate a comprehensive 3D real-time digital visual environment.

Teaching/Learning Methods and Strategies

Delivered using online lectures and laboratory sessions across each module.

Methods of Assessment

Assessed from (3 technical assignments) and projects (3 design projects) with follow up.

Learning Outcomes: Cognitive Skills

On the completion of this course successful students will be able to:

Assess projects from peers/own work and make critical judgements on code quality.

Teaching/Learning Methods and Strategies

This will be introduced in lectures and built upon in class discussions. Assessment feedback and formative assessments will provide opportunities to enhance these skills.

Methods of Assessment

Self-reflection will be reviewed in learning journals/code bases, engagement with the peer review process will be part of summative assessments. Peer review will only occur once per module.

Analyse, evaluate, interpret and synthesise information.

Teaching/Learning Methods and Strategies

This will be integral to all modules and will comprise the basis of completion for all assessments throughout the programme.

Methods of Assessment

This will be assessed in all summative elements in the programme.

Demonstrate an ability to undertake independent enquiry.

Teaching/Learning Methods and Strategies

Students will be required to demonstrate independent learning across all modules through completion of assigned readings/presentations/discussions and completion of a learning journal.

Methods of Assessment

Learning journal, presentations, project evaluation.

Learning Outcomes: Transferable Skills

On the completion of this course successful students will be able to:

Iterate on work and skills based on feedback.

Teaching/Learning Methods and Strategies

Students will have multiple opportunities to improve their development process for presentations/projects/assignments throughout the programme through use of formative assessments/peer review and feedback on early versions of projects.

Methods of Assessment

Presentations, assignments and Learning Journals.

Retrieve information from a variety of sources and by a variety of techniques.

Teaching/Learning Methods and Strategies

Developed in all modules, students will be expected to perform independent practice in this area during the programme.

Methods of Assessment

Presentations, assignments and Learning Journals.

Independently manage their learning and development.

Teaching/Learning Methods and Strategies

Time management and organisation will be explicitly required across all modules, the asynchronous nature of lecture delivery means that students will have to determine how to consume content before each laboratory/synchronous teaching time.

Methods of Assessment

This will be assessed in all summative assignments on the programme.

Work effectively as part of a multidisciplinary team.

Teaching/Learning Methods and Strategies

The students will be required to work in teams with various roles throughout the Studio 1 module. The importance of team dynamics and task assignment will be demonstrated throughout this module. Students will be given guidance on managing relationships through training videos.

Methods of Assessment

This will be assessed in the project created as part of Studio 1.

Deliver work from a given brief to deadlines and to pre-agreed specifications.

Teaching/Learning Methods and Strategies

The importance of continuous development will be heavily stressed in sessions during the programme. Students will be clearly told that projects must start early as attempting to rush all deliverables when close to the deadline for submission will result in failure.

Methods of Assessment

Students will demonstrate this ability through all summative assessments on the programme, with a particular emphasis on projects.

Module Information

Stages and Modules

Module Title Module Code Level/ stage Credits

Availability

Duration Pre-requisite

Assessment

S1 S2 Core Option Coursework % Practical % Examination %
Studio 1 MDL7003 7 20 -- YES 10 weeks N YES -- 100% 0% 0%
3Din Games MDL7002 7 20 YES -- 10 weeks N YES -- 100% 0% 0%
Introduction to Games Technologies MDL7001 7 20 YES -- 10 weeks N YES -- 100% 0% 0%

Notes

All modules are compulsory for the successful completion of the Postgraduate Certificate.
Introduction to Games Technologies and 3D in Games are co-requisites.
Introduction to Games Technologies and 3D in Games are pre-requisites to Studio 1.