289210

Game Production

Further the application of industry standard tools for game development. Students will gain extended creative and technical understanding of game development processes and develop their knowledge and application of aesthetics and form.

Course code

Qualifications are made up of courses. Some universities call these papers. Each course is numbered using six digits.

289210

Level

The fourth number of the course code shows the level of the course. For example, in course 219206, the fourth number is a 2, so it is a 200-level course (usually studied in the second year of full-time study).

200-level

Credits

Each course is worth a number of credits. You combine courses (credits) to meet the total number of credits needed for your qualification.

15

Subject

Creative Media Production

Course planning information

Course notes

The Game Production course is a paper that offers students a practical insight into the multifaceted world of game development. This course is structured to facilitate a hands-on approach where students transition from conceptualizing game ideas to creating a tangible prototype.

Students engage in ideation processes, developing and refining game concepts. They are introduced to the essentials of project management, equipping them with the skills to oversee game projects efficiently over the course of production.

Skills Learned
• Ideation: Develop and refine innovative game concepts.
• Communication: Learn to articulate ideas clearly and create compelling pitch decks.
• Project Management: Acquire skills to plan and manage game development projects effectively.
• Prototyping: Gain hands-on experience in transforming game concepts into prototypes.
• Game Loops and Pillars: Understand and create the core elements that define a game's structure and player experience.
• Prototyping Tools: Familiarize with industry-standard tools essential for game prototyping.
• Unreal Engine: Gain hands-on experience with Unreal Engine, a leading software in the gaming industry, learning to navigate its features and tools to develop visually stunning and immersive games.

By the conclusion of this course, students will be adept at navigating the various stages of game production, ready to contribute meaningfully to the game development industry.

General progression requirements

You must complete at least 45 credits from 100-level before enrolling in 200-level courses.

Learning outcomes

What you will learn. Knowledge, skills and attitudes you’ll be able to show as a result of successfully finishing this course.

  • 1 Demonstrate a confident understanding of game production tools and techniques. (Graduate profile: Understanding – Matauranga A2; Virtuosity – Mohio D1)
  • 2 Demonstrate confidence in aesthetics and form related to producing games. (Graduate profile: Creativity – Toi B1, C1; Virtuosity – Mohio D3)
  • 3 Work productively to contribute and assist effectively in technical and aesthetic production processes. (Graduate profile: Virtuosity – Mohio D1; Connectedness – Whanaungatanga E2)
  • 4 Demonstrate the ability to respond at a forward-thinking level to briefs and deadlines independently. (Graduate profile: Connectedness – Whanaungatanga A3; Virtuosity – Mohio D1, D3; Autonomy – Mana E3)
  • 5 Critically evaluate own work and provide reflection on processes and decision-making in workgroups, production meetings, critiques and presentations. (Graduate profile: Understanding – Matauranga C2; Connectedness – Whanaungatanga E1)

Learning outcomes can change before the start of the semester you are studying the course in.

Assessments

Assessment Learning outcomes assessed Weighting
Portfolio 1 2 3 4 5 100%

Assessment weightings can change up to the start of the semester the course is delivered in.

You may need to take more assessments depending on where, how, and when you choose to take this course.

Explanation of assessment types

Computer programmes
Computer animation and screening, design, programming, models and other computer work.
Creative compositions
Animations, films, models, textiles, websites, and other compositions.
Exam College or GRS-based (not centrally scheduled)
An exam scheduled by a college or the Graduate Research School (GRS). The exam could be online, oral, field, practical skills, written exams or another format.
Exam (centrally scheduled)
An exam scheduled by Assessment Services (centrally) – you’ll usually be told when and where the exam is through the student portal.
Oral or performance or presentation
Debates, demonstrations, exhibitions, interviews, oral proposals, role play, speech and other performances or presentations.
Participation
You may be assessed on your participation in activities such as online fora, laboratories, debates, tutorials, exercises, seminars, and so on.
Portfolio
Creative, learning, online, narrative, photographic, written, and other portfolios.
Practical or placement
Field trips, field work, placements, seminars, workshops, voluntary work, and other activities.
Simulation
Technology-based or experience-based simulations.
Test
Laboratory, online, multi-choice, short answer, spoken, and other tests – arranged by the school.
Written assignment
Essays, group or individual projects, proposals, reports, reviews, writing exercises, and other written assignments.

Textbooks needed

There are no set texts for this course.