Module Details

Module Code: PRCT
Module Title: Creative Studio
Title: Creative Studio
Module Level:: 7
Credits:: 5
Module Coordinator: Nigel Whyte
Module Author:: Colm ONeill
Domains:  
Module Description: To equip the student with a solid understanding of digital art content pipeline creative process.
 
Learning Outcomes
On successful completion of this module the learner will be able to:
# Learning Outcome Description
LO1 Analyse and evaluate digital artifact requirements
LO2 Work in teams to develop digital art for games and user interfaces
LO3 Carry out independent research to support team work and self-evaluate outcomes
Dependencies
Module Recommendations

This is prior learning (or a practical skill) that is recommended before enrolment in this module.

No recommendations listed
Co-requisite Modules
No Co-requisite modules listed
Additional Requisite Information
No Co Requisites listed
 
Indicative Content
Project management
Project planning & tracking. Coordinating work within a team. Agile development
Creative Practice
Concepts art and production ready artefact production
User Experience Optimisation
Optimising software and game UI to produce the optimal UX
Enhancing UX
Improve users and players tactile, emotional and aesthetic response to a software and game system through user testing, playtesting, iterative refinement and analysis of case studies
Learning & problem solving
Identify, brainstorm and resolve UX/UI and conveyance problems individually and as a team
Module Content & Assessment
Assessment Breakdown%
Continuous Assessment60.00%
Project40.00%

Assessments

Full Time

Continuous Assessment
Assessment Type Other % of Total Mark 60
Timing n/a Learning Outcomes 1,2,3
Non-marked No
Assessment Description
Practical labs involving practising creative skills in preparation for the authentic projects
Project
Assessment Type Project % of Total Mark 40
Timing n/a Learning Outcomes 1,3
Non-marked No
Assessment Description
The students will be given a common individual problem that will require of them to consolidate all their learning from the group problems and apply this to develop more complex simulations and modelling. The assessment protocol for this problem will involve the student producing their own individual plan to tackle the problem, presenting their work on resolving the problem at the end and providing the tutors with a reflective account on their learning experience while working on this problem.
No Practical
No End of Module Formal Examination
Reassessment Requirement
Coursework Only
This module is reassessed solely on the basis of re-submitted coursework. There is no repeat written examination.
Reassessment Description
Decided by module academic in conjunction with programme board. Repeat of coursework and/or written examination or other repeat mechanism as appropriate dependent on students performance and module engagement.

SETU Carlow Campus reserves the right to alter the nature and timings of assessment

 

Module Workload

Workload: Full Time
Workload Type Workload Category Contact Type Workload Description Frequency Average Weekly Learner Workload Hours
Practicals Contact Creative development 12 Weeks per Stage 4.00 48
Estimated Learner Hours Non Contact Self study. Practice using concepts introduced in lectures and practicals. 15 Weeks per Stage 5.13 77
Total Weekly Contact Hours 4.00
 
Module Resources
Recommended Book Resources
  • Clinton Keith. (2010), Agile game development with Scrum, Addison-Wesley, Upper Saddle River, NJ, [ISBN: 0321618521].
  • Peter H. Lindsay and Donald A. Norman. (1977), Human information processing, Academic Press, New York, [ISBN: 0124509606].
  • Donald A. Norman. (2013), The Design of Everyday Things, revised and expanded edition, 2nd. MIT Press, [ISBN: 0262525674].
  • John Ferrara. Playful Design, Rosenfeld Media, p.264, [ISBN: 1-933820-14-4].
  • Eliott Lilly.. The big bad world of concept art in video games, Culver City, CA; Design Studio Press, [ISBN: 1624650201].
This module does not have any article/paper resources
Other Resources
Discussion Note: